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Messages - andy_5995

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76
Mods / Re: Chasm - a techtree by Ishmaru
« on: 1 May 2019, 22:11:18 »
First feedback:
None of the 3 factions has a screenshot when you select them.

ticket created

77
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 1 May 2019, 04:43:02 »
Hi Archmage. I think you are right. The uniqueness was cool, but as you know...

Right now the AI plays it pretty well. As for balancing against other factions in megapack, that's just an annoying guessing game I don't have patience for and won't be attempting it (there's no templating system to keep units among other factions balanced). I've removed the faction links from A9.

Here's a screenshot from a game played using version A9.




78
Mods / Re: Add elf faction to mod center
« on: 1 May 2019, 00:38:51 »
not poolished enough yet.
balance, AI playablility, teamcolor adn so on is missing. Mod center is for things that are ready to play.

Ok, titi, but could you put elves_A9.7z on the server?

80
Feature requests / Re: Advanced Reload Last Settings
« on: 30 April 2019, 22:38:25 »
Good idea

81
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 29 April 2019, 23:13:45 »
I played A8 vs Cpu and noticed that the first thing AI does is to build a sanctuary :/ which means wasting resources and slowing down the attack (so it is easier for humans). Maybe AI is hardcoded to build whatever building makes resources as first step, so having already a sanctuary causes problems.

Good suggestion.. so I've increased the grace output of a sanctuary and to compensate I increased the time it takes to build one. https://github.com/zetaglest/elves-testing/commit/ee688acdd4a8ecfa0722274f191d5ba81d4d5c0c

The AI is not hard-coded to build a resource producer at start; there's some threshold hard-coded (I don't know what it is) where they will build a producer when the resources gets too low. So with the patch shown above, they will build 3 academies.

I also made a change here https://github.com/zetaglest/elves-testing/commit/2e1e5c5d16754995c3316fb9624c3e5a82ea97ca , otherwise they build 3 academies and 3 corrals before they build a wood hall. with that patch, they build 3 academies (not 2, even though 2 is specified) and then a wood hall.

I haven't play-tested those changes with anyone yet so maybe they'll need fine-tuning in the near future.

Quote
I am sure you had the best intention but I give a  :thumbdown: to the brown shirt of archers, it does not look elvish to me (more like a slave thing), what do you think? I feel if you reduced saturation of the previous version (from bright red to darker red) it would look cool. What do, and others, think?

Definitely I'll listen to feedback from you and others about the brown. To my eyes, brown's ok, it being an "earth" tone. And we agreed in an earlier post that there was too much green in the elves faction. But I'm definitely not opposed to making the whole top tunic the team color, as you described. I just don't know how to do it, as I mentioned before I'm not a blender or graphic artist. There's already a ticket open to improve team color on the archer.

Quote
I haven't tested the latest git with guardians storing graces but doesn't it render sanctuaries useleless? I feel they are a defending not storage units, but then again that's my 2 cents  :angel:

In the commit I linked to in an earlier post, I removed the grace storage from the guardians.


82
Mods / Re: Chasm - a techtree by Ishmaru
« on: 28 April 2019, 04:20:17 »
The public repo for Chasm is at https://github.com/zetaglest/chasm-testing

83
Mods / Re: Chasm - a techtree by Ishmaru
« on: 27 April 2019, 04:39:31 »
You're welcome! Thanks for your continuing participation and willingness to test.

I have no plans to work on this right now but of course I'll post here if there's any new info.

84
I realized that a worker will immediately stop mining gold if he's told to move to an empty location. So the quickest way to get a worker to stop mining gold and start mining stone is to select the workers, right click an area near the stone, then right click the stone. That's not as intuitive as it should be, but workable (no pun intended).

Some additional info...

I saw this bit about "HarvestEmergencyReturnCommandType" in types/command_type.cpp (last line)

Quote
CommandTypeFactory::CommandTypeFactory(){
        registerClass<StopCommandType>("stop");
        registerClass<MoveCommandType>("move");
        registerClass<AttackCommandType>("attack");
        registerClass<AttackStoppedCommandType>("attack_stopped");
        registerClass<BuildCommandType>("build");
        registerClass<HarvestCommandType>("harvest");
        registerClass<RepairCommandType>("repair");
        registerClass<ProduceCommandType>("produce");
        registerClass<UpgradeCommandType>("upgrade");
        registerClass<MorphCommandType>("morph");
        registerClass<SwitchTeamCommandType>("switch_team");
        registerClass<HarvestEmergencyReturnCommandType>("harvest_return");
}

I searched a bit and found that the "harvest_return" command is the only command that is never used in any xml data files. I experimented a little but couldn't get it to show up on a worker menu.

85
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 27 April 2019, 01:16:35 »
- Do you feel adding a sanctuary at the beginning is ok or too powerful? Since there is already the guardian forest as starter. I think it was balanced also without sanctuary but that's my 2 cents.

I forgot the forest guardian stores grace. Here's a change I just made to -testing

86
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 26 April 2019, 20:35:16 »
Exciting new changes, version A8 released today (see page for details and download link).

87
Mods / specifications of particle images
« on: 25 April 2019, 19:53:06 »
I see particle images can be either bmp or png, but when I try making one, in the particle xml I have to turn luminance off for it to work, otherwise it doesn't render correctly in-game.

For example,  this one

88
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 25 April 2019, 05:45:11 »
Now elves_A7.7z is released

Smaller file size
more particle effects
Enemy units near the Lore House will be poisoned (negative attack boost)

Pizza, I'm not sure yet about the sanctuary yet. I'm sure titi will let us know if it's BAD xD

By 1/5 of their energy missing, I think you mean HP. That's because when an upgrade increases MAX HP, newly produced units will come out with the HP specified in their unit file, not the original total plus what an Upgrade gave them. So if the grey elf archer is set to have a max of 850, and later an upgrade increases by 300, they will be produced with 850 and will slowly regenerate to 1250. You can see what I tried to do here with "starting percentage" which works in the EP field, but after I tested it didn't seem to make a difference for HP.
 
Btw, you may have noticed minstrels can heal other units just by standing near them. So you might want to make a habit of putting a few minstrels near newly-produced units.

89
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 24 April 2019, 19:39:51 »
Here's version A6

Pizza, I fixed most everything, and created tickets for the rest. Thanks a bunch.

90
It's fine where it's at until it's reviewed by titi. I was just expressing my opinion about it, not saying you posted in the wrong forum xD

91
Mods / Re: Assault Command MOD v2.1
« on: 23 April 2019, 23:41:15 »
Is it ok when I put this in the game internal mod center ?
( ok it was a dumb question, as it is already in mod center. Maybe I need to update it )

titi the version in the mod center is the same as the the current git, so you're all up to date.

To all: unrelated, here's a video of a game I recorded today.

92
My perception of that is that it's more of a bug than a feature request. One shouldn't have to wait until a load is complete before you reassign a worker.

93
Mods / Chasm - a techtree by Ishmaru
« on: 23 April 2019, 20:51:48 »
Ishmaru asked me to have a look at a mod he worked on some years ago, one that was never released. It needed a little clean-up, which I've done the minimum to get the mod working. The graphics and models are very nice. It's somewhat similar to the Assault Command mod (available in the mod center).

This one, Chasm, isn't in the mod center yet. It's difficult to predict what will happen with it yet. The download I've prepared from Ishmaru's work is definitely playable.

Chasm demo video

Download chasm_A1.7z

The git repo for it is at https://github.com/Ishmaru/Chasm-Game but it's current set to Private. I'll ask Ishmaru to set it to public to help make opportunities to contribute and post feedback easier.

94
MegaGlest / Re: GAE features
« on: 23 April 2019, 07:40:04 »

95
MegaGlest / Re: Ultimate Goal of the MegaGlest project
« on: 23 April 2019, 07:21:47 »
Ahoy there!

I saw a lots of awesome features of GAE. and i also saw, that its abandoned now :/ i dont know a lot about how this works, but why GAE isnt merged into MG or something ? at least thoese simple things like "generate" and fields: any_water and a few more stuff. thoese are awesome features, and i want them in MG! :D
in my opinion theese changes, could cause mayor changes in gameplay in a better way! the old style will stay, but with a lot of extras like boats that carry people, or markets (market is still possible, but its quite odd) and a lot more that dephends on imagination! the game may become ewen more popular. i would realy like to help in this, but im a wery starter at programming.

i hope we will find a solution!

Hello again, Elvas. It was fun playing with you a few days ago. Hope to see you in the lobby again soon.

Basically the MG policy to suggest and discuss feature requests is to use the forum section at https://forum.megaglest.org/index.php?board=21.0

In IRC I once asked about requiring resources to repair buildings (right now it costs nothing). I was told that the point of MG is just to be a fun little RTS game. That basically means the intent is not to have a full-featured, full-blown RTS game with every feature imaginable.

Probably it would helpful for MG users and enthusiasts if there was an official statement posted regarding the "ultimate" goal of the MG project. It's essentially irrelevant to compare MG to other RTS games, because although MG is an RTS, from what I understand, it's primary mission is not to indefinitely expand with new features that other RTS games already have, or plan to implement.

We don't really know what features will still be implemented in the future, but as you might expect after a game is worked on by a core team of devs for over 10 years that development has slowed down. It's a sad fact of non-corporate sponsored software. But it's still a fun game to play with some hardcore fans and enthusiasts as you can see.

As for feature requests, please review ones that have been posted, leave some additional comments to express your support, and still feel free to post some new suggestions if you don't already see one listed.

As I'm not on core MG dev team, don't take what I say to be hard truth about the project; my opinions and predictions are subject to correction by certain folks such as titi, tomreyn, softcoder, or filux (I think that's everyone xD).

96
The original download link still works, however as I don't know LUA I am unable to check what's left to do...License is open too, and since it seems a good project I suggest we try to revive it and incorporate into MG  :o :thumbup: Andy, have you tried it?

No, I haven't seen this thread before so haven't tried it.

I don't know that there's any point attempting to "revive" it - it's technically not dead, the repo is still live on GitHub. Looks like the thread died out so I'm not sure what would change this time around. For whatever reason people weren't testing it enough and leaving feedback, and therefore it can't be approved for merging into the MG mod center. Maybe the process for downloading and testing new scenarios need to be made more simple so a wider range of players would be able to download and test, not just those who are comfortable with git. The big obstacle to that is if new versions for testing had to be frequently added to the mod center for testing, that would require a lot of extra maintenance and time spent by the MG admins to keep the mod center updated.

97
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 16 April 2019, 19:15:25 »
current snapshot, elves_A5.7z is available for download.

I've included faction links for the east_vs_mega mod, so that must be downloaded from the MegaGlest mod center before playing.

commit (ChangeLog


98
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 15 April 2019, 23:08:00 »
Pizza90, I did most of the items in your list (check the commit log). A few I'm not sure if I can do them because I'm not a graphic or blender artist, but tickets can be created still and hopefully sometime they'll get done, if not by me then someone else.

99
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 12 April 2019, 22:09:45 »
Oh those are all good suggestions or valid observations. I also felt like there is too much "green" with the elves.

There are some issues already opened on the repo for what you've listed. The meeting point from sanctuaries I removed last night.

But the items in your list need individual issues opened on the repo, so they can be addressed individually, discussed if necessary. But all good feedback you gave, thank you for testing it, Pizza90. :)

Quote
I don't know why but playing this faction I always end up with massive unbalances between gold and wood.. like 5 (or more) more gold than wood or vice versa, which does not happen with other factions, does it happen to you too?

Yes! And to other players who have helped me test it. I think that will get easier when players can anticipate their needs better as they learn how much units cost. They'll likely still be some adjustments to that.

Quote
but I do miss workers not requiring wood (I suppose it was their characteristic being elves).
It seems like the AI does better at the start when it needs just gold for workers and not wood. I tested with multiple combinations and they didn't seem to be playing/producing correctly until I changed the cost of an elf to 75 gold and 0 wood.

100
Storing units would be great! I remember Warcraft 3 had moving units which could be loaded into moving units, so cool!
Andy does it mean that to use such bunker we need to wait to have loading to be ported to MG?

The lore_house/bunker is implemented in elves_A4. Units can't be loaded or unloaded. Up to 4 units can be produced and stored in the lore house but they can't ever leave until the lore house is destroyed.

This thread is a very old feature request so I doubt that true bunker implementation will be ported to MG.

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