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Topics - Ishmaru

Pages: 1 [2] 3 4
26
Feature requests / Freeze during intro video workarounds?
« on: 7 June 2013, 05:59:23 »
This is more of a feature request than a bug fix IMO.

I was working on a intro video file for Annex, (to use the cool VLC libraries) when on testing on an unplugged laptop i noticed an issue:
The issue is that in some cases, when a video has difficulties playing, game will freeze up during the video's playback. This is particularly bad for the intro as this prevents access to the menu in which to turn it off. Not to mention it looks real bad on our part.
While I know this can be enabled/disabled in .ini and through command line options, this may not be so intuitive for people not already used to Glest, or people just not that tech savy.

-I was proposing some sort of method that can detect if a video freezes/crashes and will automatically skip the video?

-Or some sort of way to force termination of a video when it locks up or just anytime? (Pressing any key during  video for example)

-Or maybe we could set a timer that force skips intro video after a set time limit. (configurable in INI) to insure that players are not permanently stuck on intro video and could get access to main menu.

Ideas/ comments?

PS I'm NOT looking for answers as why my computer doesn't play the video (I already know), just how to prevent new players from being blocked out of the game if intro video won't play.

27
Annex: Conquer the World / Story of Annex: Conquer the World
« on: 7 June 2013, 03:55:02 »

Annex: Conquer the World Story



Annex: Conquer the World takes place during the Crystal War, a chaotic war that spans across the globe. Fueling the war are red crystals, the answer to the world's energy crisis. A scientific breakthrough showed the vast energy potential stored in what was once thought to be benign minerals. This allowed for a rapid development in technology, as well as immense economical gain by the export of the crystals. Here is a rundown of the biggest contenders in the race for global dominance:

East Ocean Alliance



Player level: Easy



Background:


The East Ocean Alliance is a unified defense force, with the goal of maintaining global peace. Formed after the end of the Chasm War, many of these nations were devastated by the massive invasion of the Cruix republic, until the republic was finally defeated and driven out by the Kingdom of Alandia.   The Alliance fought a second war with the Cruix Republic thirty years later, and was able to deliver a crippling blow to the republic by use of the first atomic weapons. In the past 30 years since the Alliance maintained its dominant role in global affairs, with Alandia acting as the head. At the outbreak of the Crystal War, the Alliance found itself fighting a war on two fronts: The war against the NEO Republic in the north, and the war against the Shadow Organization in the Southern Wastelands. A year into the war a failed attempt at a coup d'état against Seng a former Alliance nation, resulted in the defection of several divisions of the Alliance military and the formation of the Alliance Renegades.

Nations:


Leader Nations:
Alandia
Paltina
Verinna
Satilite Nations:
Cadotha
Galoini
Jerear
Seatha
Thelandra
Galoma
Defected:
Seng

Gameplay:



The Alliance is pretty straight forward, and offers a large variety of unit classes and strategy, with some of the best quality units in their class. There is also a good balance between armored short range weapons and powerful long range support weapons. The Alliance also has two tech structures: the Silo and Tech Lab, each with its own set of upgrades. This allows the player to have a choice of High tech support units (Tech lab), or Low tech brute force units (Silo). This forces the player to pay a lot more, and wait a lot longer for tech tree progression than other factions. However, once the entire techtree is complete you will have a fearsome army at your disposal. the Alliance also has a unique hero unit Kestrel Aside from incredible attack, defense, and hp regeneration, she also can control two super-weapons, the Airstrike (requires Tech Lab) and Nuke (requires Silo)

Techtree Map:
(click to show/hide)

NEO Republic



Player level: Easy



Background:


Once the mighty Cruix Republic, the NEO Republic is a nation rebounding from the brink of economic collapse. 50 years ago the Cruix Republic, with its huge deposits of oil and gold,  Cruix was able to acquire an extremely powerful military force. A military force with the most advanced + well trained armored divisions in the world. With them the republic launched a successful invasion campaign against the nations surrounding the East Ocean. One by one the small nations quickly were over run by the Republic's military might. Until they met their match, in the final 2 years of the war. Alandia, a wealthy nation built on trade between the East and West Oceans, with its vast wealth was able to outlast the Cruix Republic's now worn out military. Which ended the Chasm War However, despite their defeat Cruix still remained as the industrial powerhouse of the world and quickly bounced back. 30 later the Republic launched a second campaign against the new East Ocean Alliance. Catching the Alliance unprepared, as Cruix' tanks outclassed the weaker tanks of the Alliance. However, the Alliance was able to catch up technologically, and was able to push Cruix out of Alliance territory. To ensure that Cruix doesn't come back, Alliance leaders decided to use their secret atomic weapon against the republic's biggest industrialist complexes. This in combination with the immense cost of fighting these two wars left Cruix in financial ruin. For 40 years the republic was in chaos, civil wars, and public unrest, until 10 years ago when Senator Sigel Viper and his family came into power. Harnessing the newly discovered power of the crystals, he was able to re centralize power under his authority, and secretly rebuild the nations military. At the start of the Crystal War, Viper ordered an invasion of the crystal rich nations in the north.

Location:


Northern Contenent

Gameplay:


First thing you will notice is the lack of base defenses. The only defense structure is the pillbox. While more armor than any other defense structure, they are only effective against Infantry and unarmored vehicles, and cannot engage air units. To defend using the Republic, its best to supplement lines of AT Rifles, and Snipers, as well as place your fortress in the front lines as it can defend itself against ground tanks. Also recommend purchasing the Advance Walls Upgrade to increase structure hp. The Republic military strategy revolves around brute Ground power and quick and cheap deployment. The faction lacks in a proper Air force, with only very average jet fighters, To increase your units effectiveness, promote some officers and keep them nearby. They will increase their attack by 10 and also have an ability "Raise Morale" that quickly restores unit HP. Much like the Alliance the Republic has two tech structures (Command HQ and Fortress) and a Hero unit (Karina), unlike the Alliance, though you must produce a Command HQ before the Fortress. Karina also carries the faction super weapons the Nuke (requires Fortress) and the Republic Wrath (requires Command HQ)

Techtree Map:
(click to show/hide)

Shadow Organization



Player level: Intermediate



Background:


Due to the secretive nature of this organization, little information is known about this dangerous faction. Here is the data we have:

The Shadow Organization is a terrorist organization involved with the black market trade of crystals. While having cells around the world, they are believed to be centered around an region known as the Southern Wastelands, which is rich is crystals. There is a belief that many non Alliance nations willingly trade with the Shadow Organization, and even allow and cover their bases within their borders, in exchange for weapons sales. Its believed that they spend much of their income on crystal research, weapons development, and even bio-engineering. As a result, heir military is extremely well equipped and well trained, even more so than some of the largest nations of the world. They regularly attack convoys of both Alliance and Republic crystal harvesters. It is believed that they are responsible for various assassination attempts of leaders in both the Alliance and NEO Republic. Unfortunately, there is no information on who is in charge, and even less information on what is their true intent.

Location:


?

Gameplay:


The Shadow Organization have some of the best offensive units in the game, but are limited by their lack of unit variety, and armor. Their combat priority tends to be close range combat rather than mid range or long range, and higher priority on speed than defense. The exception to this is the Scorpion tank, which can transform from a medium tank, to a long range bombardment turret. This faction also has no hero unit, instead allowing you to recruit a squad of 3 elite Infiltrators. Infiltrators are far superior than standard infantry, and with proper tactics can eliminate a small base on their own. Unlike the Neo Republic and the Alliance there is only one tech building, the Shadow Lab This faction also has two separate super-weapons: the Shield Generator and the Orbital Strike Relay. The Shield Generator, when activated will create an energy bubble which renders units practically immune to damage within the shield, for a few seconds while, the Orbital Strike can call down a energy strike (or two) via Satellite. You can have both simultaneously but doing so can drop your population significantly.

Techtree Map:
(click to show/hide)

Alliance Renegades



Player level: Advanced



Background:


Not all members of the East Ocean Alliance are happy with how Alliance runs things. The Alliance has a pecking hierarchy with most military + economic trade and support being focused on the Larger economic powers, while the smaller nations tend to be forgotten, all the while these small nations are forced to pay tribute in order to be a part of the Alliance. During the course of the war the small agricultural nation of Seng refused to participate in the war against the Neo Republic, and couldn't pay tribute due to its poor economic standing. However, despite pleads from their government the Alliance nation of Paltina branded this nation as a traitor, and sent several divisions to Seng in at attempt to subdue and make an example this 'rogue' nation. However, during the course of the operation, many Alliance soldiers were appalled by the extreme violence, and abuse that divisions from the nation of Paltina invoked on the citizens of Seng. Even more so at the Alliance just turning a blind eye to the matter. This forced several divisions to defect from the Alliance, including an elite division from Alandia, and attack the Paltinian Military station there. Paltina withdrew and the defected divisions formed the Alliance Renegades, to protect the nation of Seng. Unfortunately a heavy counter offensive by the Alliance proved too much for the relatively small Renegades. While prepared to fight to the last man the Renegades were saved by a surprise attack on the Alliance from The Shadow Organization. Seeing no  alternatives the renegades signed a contract with Shadow, agreeing to harvest the crystals in Seng in exchange for weapons and money by the organization. Their goal is the removal of Corrupt nations in the Alliance, in particular the nation of Paltina.

Location:



Rain forests of Seng

Gameplay:


As former Alliance soldiers, This faction has a lot in common with the Alliance faction. However, this faction does not have the direct firepower that the other nations have, meaning the player has to play strategically, utilizing ambushes, hit and run, and sneak attacks to win. Standard direct engagements can win if your lucky, but cannot be your main attack tactic. While not having as many unique units as other factions, this faction has unique tactical options that the other factions do not. A Unit that can switch from 7 different equipment at any time, an light assault vehicle able to be airlifted across the map, can summon attack drones, launch long range cruse missiles, and a powerful Acid bomb which deteriorates armor over time and can be used to block incoming enemies with a wall of deadly acid. Tech tree is very simple and straight forward with only one tech building (Satilite Uplink. No heros but you can recruit 3 elite Commandos much like Shadow's Infiltrator.

Techtree Map:
(click to show/hide)


28
Annex: Conquer the World / New Experemental Tileset
« on: 30 May 2013, 21:12:28 »
Its still early alpha but here are some screens for a Tileset im working on. Its based on the Wasteland Tileset (now called Outland FYI) which replaces the worn torn factory ruins with futuristic office buildings and hi rises, for a Sci-fi urban city feel. Currently there are 21 building types, with 4 different texture types




29
Annex: Conquer the World / Annexconquer.com Launched
« on: 7 April 2013, 23:05:38 »
Annex official Blog on annexconquer.com is officially launched.

This Blog is dedicated to the Development of Annex: Conquer the World and its prequel Chasm. If you have a wordpress account you may comment on the blog posts or you can simply comment on the Annex sub forums.

Find talk, videos, downloads and other info!

Also Find Annex on FreeNode IRC (irc.freenode.net)  at #annex

Or use their web chat:
http://webchat.freenode.net/?channels=annex

30
Off topic / Super Ricochet Arena coming January 20
« on: 10 March 2013, 03:56:01 »
Hey guys,
Long before I got into Glest development I used to develop small games on a easy to use game engine called Multimedia Fusion for my my own entertainment. After taking a long break to Develop Chasm and Annex, I decided to return to my roots and hopefully start my dream of making a full career out of Indie game development.

I decided to start by revising an old game I created called Super Ricochet Arena. Its a fast paced, Top-Down View Arena Game. At the time I was very proud of me adding the ability to customize your character and creating bots which could collect Items and Weapons and tried to mimic a human player somewhat, though originally the game only had 3 Deathmatch stages. After several years of dormancy I've added new stages, new effects, and new game modes, just to name a few and the work still continues.

======Official Description=======

Super Ricochet Arena


Lite version Available, Plus version coming 1/20/14 on Desura: http://www.desura.com/games/ricochet-arena



Super Ricochet Arena is a fast paced top down arena game with unique mechanic where all bullets 'ricochet' off walls which allows for some strategic shooting. There are Three main modes: Arena, Deathmatch, and Endurance, each with 7 maps and a extra practice mode. You can also customize your player character with various Head, Leg, and Torso options. Ricochet is designed to give a quick challenge for players who has just a few minutes to spare.

Platforms:
First will be for Windows via Desura, Then possibly porting to IOS and Android devices. Unfortunately, This game does not export well to Java so I'm afraid there is no Linux or OSX version at this time :( but researching into it.

If you are interested you can read more at my Desura Page:
http://www.desura.com/games/ricochet-arena

SCREENS:









31
Trying to set up battle end video/music I found that many of the methods outlined in this feature: https://forum.megaglest.org/index.php?topic=8618.0  do not work.

For example:

Videos:
look for videos in the following order:
1. check faction xml file for the following attributes (depends on win/lose) on the faction tag:
faction-battle-end-win-video="<path to video>"
faction-battle-end-lose-video="<path to video>"
3.if not found check the data/core/menu/videos/ paths for:
battle_end_win.*
battle_end_lose.*

Music:
 added support for custom music on battle end screen:
look for music in the following order:
1. check faction xml file for the following attributes (depends on win/lose) on the faction tag:
faction-battle-end-win-music="<path to music>"
faction-battle-end-lose-music="<path to music>"
3.if not found check the data/core/menu/music/ paths for:
battle_end_win.*
battle_end_lose.*

Nor does this method, Which was intended to fix issues mentioned above.

<?xml version="1.0" standalone="no"?>
<faction battle-end-win-video="x_battle_end_win_video.avi" battle-end-lose-video="x__battle_end_lose_video.avi" >
etc..

The only method that works is:

Videos:

2. check the faction folder for the files:
battle_end_win_video.*
battle_end_lose_video.*

Music:

2. check the faction folder for the files:
battle_end_win_music.*
battle_end_lose_music.*


Following other methods will not result in a crash, just ignored. Normally this would not be an issue, but if a mod is several techtrees big its quite wasteful. In Annex case I would have the same 4 videos and musics cloned in almost 20 techtrees. A huge and completely unnecessary increase in data size.

32
Request: Give unit special ability to remove fog of war for player in custom games.

So here is the Idea:

A unit has a skill in which for an EP and/or Resource Cost (up to modder) that removes fog of war for the player who purchased it (and/or allies) for a limited time. (up to the modder)

I've attempted to do this using a building that produces a size zero unit with 500+ vision radius with -1 hp regen.  However, units with vision higher than 100 causes lag due to background calculations that come from the unit "seeing" a large area. So it would be easier to temporally turn off FOW.

33
Tools / Glest Tools missing?
« on: 16 November 2012, 06:16:54 »
Hi I was looking for the 3D Studio Max 7 export plugin  and found that the original glest-toolset (where it was located) is no longer available, both on wiki and main page. If anyone still has a copy or a working link it would be greatly appreciated.

34
when there are no .mgg files in data folder, MG has issues lists 6 players (even on a 2 player map) and every player has  "random" as faction and on team 1. If no .mgg files are present MG should default to its original set up for custom and network games.


35
Annex: Conquer the World / Astro Marines for Annex by Mr War
« on: 26 August 2012, 06:03:13 »
ASTRO MARINES FACTION FOR ANNEX CONQUER THE WORLD!

Hi I've done some modifications to Mr War's Astro Marines to better fit changes in Release 4.0. Credit goes to Mr War who did an amazing job designing/modeling the faction! Annex only, will be incompatible with megaGlest.  Download: http://www.indiedb.com/mods/astro-marines-mod/downloads

https://www.youtube.com/watch?v=uWXWV_AAq8E

Back-Story
Astro-Marines are the elite of Earth Forces, descended directly from the first Combat Astronauts of 21st Century. Deployed by dropship to the far reaches of the galaxy, Astro-Marines establish bridge-heads and respond to incursions by enemy forces. Of the millions of recruits who apply each year, only the best make it through training; training fatalities are high!!!!

Tech Tree:


Strategy:
In this version of Astro Marines the Focus is on Infantry with vehicle support in early game, and and focusing on strong Armor assaults late game. Astro Marines infantry forces are consists of the best soldiers from around the world and go through extreme training, as such they are much more devastating than any other infantry from another faction.  On the other hand, early game vehicles (hornet + panther) have strong attack strength but are very lightly armored. This is done to ensure quick deployment to battlefields.  Because of the supplies necessary to transport Infantry + Vehicles From to and from Space expect high supply costs, so build more Supply Bases to supplement this.

Changes for Annex version 4.0

-Edited faces of units to match Annex style better.
- Astro requires more supplies and tend to be more expensive than other factions
- Infantry have much more armor and HP than other factions, however they have less HP regeneration
- With the exception of Lion Tank and Ram Ripsaw Astro vehicles tend to be lacking in armor and HP, but greater firepower.
- Morphs between Hornet variations is much faster
- Allowed Lion Tanks to be produced cheaper, but are less powerful than before.
- Fixed Ghost Snipers from being overpowered (removed splash, slowed attack animation, increased ep per shot cost, changed weapon type from Siege to Sniper)
- Removed limitations to the number of Hornets and Medics that can be built
- Sargents now have the Heavy armor type (same as tank) meaning they are very resistant to Light, Flame, and Siege weapons, but succumb easily to Shell and Energy Weapon types
-Removed useless upgrades such as Robotics, and Advanced Rods, tweaked others to be more useful.
-Added faction links to factions in Base_Battle techtree, so you can play with the standard factions.

Previous version changes include:
(click to show/hide)

Astro Marines Update published on Indie DB/Mod DB


http://www.indiedb.com/mods/astro-marines-mod/downloads

Installation:



To Install: Unzip and place into techs folder in your application data path. If you installed game via a installer you should find a shortcut to the directory in your start menu.

For example on windows C:\Users\--yourusername--\AppData\Roaming\Annex_CtW\techs

You may also place the unzip folder into the techs folder of the games main directory. However, this is not recommended as you will be directly editing the core games data.

For example on windows: C:\Program Files\Annex CtW\techs

36
Hi, At this moment, victory/defeat is determined by destruction of all units with a be-built skill. However there may be certain structures that should be omitted from affecting victory/defeat. A good example are base defenses which could be passed by and drag the end of the game out. If anyone played Annex multiplayer probally have encountered this at some point.

So just asking for a tag that allows a player to be defeated even if he still has certain units with be built skill are still present.

Thank you for your time!

37
Feature requests / Better handling of spawn attacks
« on: 24 April 2012, 16:11:15 »
Hi trying to use spawn attacks, I noticed these things wrong with how they are handeled:

1. You can spawn units when attacking your own units or allies. This can allow for constant 'reinforcements' to be spawned for free.

2. Spawned units do not take any consumeable or static resources. They should still consume food or deduct from static resources such as population cap resource in annex.

3. Units are spawned instantly the moment the attack is iniciated. I believe that units should spawn according to the attack start time tag as if it was a projectile to match with units attack animation.

For me the first two are very important fixes. Perhaps an <attack-ally-spawn=FALSE /> + <apply-resource=true/> tags could be used incase anyone wants to use old method?

Thank you!

38
Hi, I made a new lobby for the Annex Standalone game, yet for some reason any posts typed into lobby do not show up when viewing annex lobby channel through an IRC client. however when typing in an IRC client the text is visible in IRC, as well as Lobby. Both users from Annex and IRC are both shown in channel.

specifying IRCServer=irc.freenode.net does not help either

 I added this in the Ini file:

Code: [Select]
IRCChannel=#annex-lobby

39
Feature requests / Action based Cursors
« on: 1 April 2012, 00:08:31 »
I think Megaglest would benefit from having its cursor change states depending on what action will be taken when user clicks.
For example:

When no units selected:
Cursor not over unit or building=Normal Cursor
Cursor over unit or building = Selection Cursor

When uinit is selected:
Cursor over ground = Normal Cursor
Cursor over non walkable (water + Tileset) = No Walk Cursor
Cursor over enemy unit =  Target Cursor
Cursor over a resource = Harvest Cursor
Cursor over repairable unit = Repair Cursor

Just to make sure we are on same page, I mean something like the cursor from Red Alert:
https://www.youtube.com/watch?v=hxVIREh915A

The icons change to attack icon when hovering over target, to show what action would be taken when a user right clicks.

It would be great if the cursor could be animated too but not as important :) And of course customizable cursor sets would be great too!

40
Bug reports / Music start delay, when no intro is attached
« on: 14 January 2012, 21:35:22 »
Hi noticed this bug while testing annex, but when you remove the use of custom intro, meaning no intro at all, menu music starts playing up to a minute after menu opens. This only happens if you let "based on glest" transition to menu on its own. However, if you click to skip to menu the music starts immediately.

Currently using windows 7 64 bit
8 gigs ram
Nvidia card

However noticed this on my Mac Book Pro
and tomreyn noticed this on Linux as well

41
MegaGlest / License question
« on: 11 January 2012, 01:05:26 »
Hi, just was wondering who made the water texture in the spring tileset?  Also what was the license of that texture?
I wanted to use a modified version it for Annex, and need to credit him properly.

Thank you!

42
Feature requests / setting a faction as a human or cpu only
« on: 7 January 2012, 18:29:12 »
Hi I'm currently devloping a faction that is built around the cpu and would be op if played by a human. I was wondering if there could be tags that limit weather or not faction could be played by either a human or cpu or both.

Code: [Select]
<playable = "human" />
<playable = "cpu" />

The absence of these should default to both available.

Thank you!

43
MegaGlest / How does multiplayer check work?
« on: 6 January 2012, 04:53:18 »
Just a quick question, when Megaglest checks to see if data is the same between clients, what exactly is checked? Does it check to see if all files have the same size or date created? Does it check all files or certain file types? For example If the file names are the same, would it be possible to have one player have different sound fx than another?

44
Mods / ModDB/IndieDB Game of The Year 2011
« on: 1 December 2011, 06:02:18 »
I don't know how important this is to anyone, But Mod DB/Indie DB (www.moddb.com or www.indiedb.com) is having their yearly contest. Since MegaGlest is on Indie DB and there are a few Glest/MG/GAE mods on Mod DB I figured that some might want to support Megaglest and their favorite Glest mods in this contest. Anyone can vote (no reregistration required) and they can vote on as many mods as they like (but 1 per mod). Voting for part one of the contest ends 12/10/11.

Vote for Megaglest on Indie DB!
http://www.indiedb.com/games/megaglest

Here are a list of glest mods on moddb:

Enemies and Allies
http://www.moddb.com/mods/enemies-and-allies

Annex: Conquer the World
http://www.moddb.com/mods/annex-conquer-the-world

Sci-Fi Pack
http://www.moddb.com/mods/sci-fi-pack-for-megaglest

Cube Warfare (aka: Glest Total War)
http://www.moddb.com/mods/alex-bright

Imperial 2
http://www.moddb.com/mods/imperial-faction-mod

Project Green
http://www.moddb.com/mods/project-green

Apocalyptic Dawn (aka Military)
http://www.moddb.com/mods/apocalyptic-dawn

Solunar
http://www.moddb.com/mods/sun-and-moon

Vbros Mod Packs
http://www.moddb.com/mods/vbros

Arcadia
http://www.moddb.com/mods/arcadia-grounded-fury

Superatores Terrae
http://www.moddb.com/mods/st3m

Demonionic
http://www.moddb.com/mods/demonionic

MegaPack
http://www.moddb.com/mods/indians

StarShip Troopers: Last Defense
http://www.moddb.com/mods/sstld

Elves
http://www.moddb.com/mods/elves-faction

French
http://www.moddb.com/mods/french-mod

Armies of the Old World
http://www.moddb.com/mods/armies-of-the-old-world

Mars 2080
http://www.indiedb.com/games/2080-mars

Out of fairness I've listed all that I've seen, I am aware that many are no longer in development, but in rare chance someone still wants to honor the incomplete ones they can.

Ps: If anyone does not want their mod listed, or I missed one please tell me. Also "Glest in Space" is no longer is available in Mod db?

45
Closed bug reports / [fixed] Custom Credits text not alligned
« on: 28 November 2011, 13:35:30 »
I just noticed that any custom credits are not aligned in the about section.

Mg 3.5.2 - Before
(click to show/hide)
mg 3.5.3 beta 1 - After
(click to show/hide)

Contents of credits.txt:
Code: [Select]
"Annex: Conquer the World" mod By Adrian Delpha
3D models, textures, animations, & GUI by Adrian Delpha
2D Ground tiles based on tiles by Tucho Fern·ndez
Music: "Thermal Laser Satellites" by ThermalLaser
"Industrial Factory" by: Shadrock
"Riding The Edge" by: Xenogenocide
"Artificial Mind Games" by: Shadrock

If you need it you can download credits.txt here:
https://docs.google.com/open?id=0B3PzzLC9kOUFYjkxNTEwOGQtNDYzYS00NDAyLWEyODUtODlmOGEwNzdhNTdj

Running on windows 7 with I 7 core, 8 gigs ram, and nvidia geforce card

Thanks!

46
A while ago i posted a bug about EP regening https://forum.megaglest.org/index.php?topic=7467.0

Although ep is now fixed, Hp is now doing the same thing.  Regening twice the amount specified.

Xml of egyptian spearman you could test with:
Code: [Select]
<?xml version="1.0" standalone="no"?>

<unit>
<parameters>
<size value="1"/>
<height value="2"/>
<max-hp value="530" regeneration="5"/>
<max-ep value="0"/>
<armor value="16"/>
<armor-type value="leather"/>
<sight value="10"/>
<time value="35"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels>
<level name="elite" kills="3"/>
</levels>
<fields>
<field value="land"/>
</fields>
<properties/>
<light enabled="false"/>
<unit-requirements>
<unit name="desert_camp"/>
</unit-requirements>
<upgrade-requirements/>
<resource-requirements>
<resource name="wood" amount="25"/>
<resource name="gold" amount="50"/>
<resource name="food" amount="1"/>
</resource-requirements>
<resources-stored/>
<image path="images/swordman.bmp"/>
<image-cancel path="../spearman/images/tech_cancel.bmp"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="sounds/spearman_select1.wav"/>
<sound path="sounds/spearman_select2.wav"/>
<sound path="sounds/spearman_select3.wav"/>
<sound path="sounds/spearman_select4.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="sounds/spearman_ack1.wav"/>
<sound path="sounds/spearman_ack2.wav"/>
<sound path="sounds/spearman_ack3.wav"/>
<sound path="sounds/spearman_ack4.wav"/>
<sound path="sounds/spearman_ack5.wav"/>
<sound path="sounds/spearman_ack6.wav"/>
</command-sounds>
</parameters>

<skills>

<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="1000"/>
<anim-speed value="45"/>
<animation path="models/spearman_standing.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="220"/>
<anim-speed value="90"/>
<animation path="models/spearman_charging.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="move"/>
<name value="charge_skill"/>
<ep-cost value="0"/>
<speed value="220"/>
<anim-speed value="125"/>
<animation path="models/spearman_charging.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="100"/>
<animation path="models/spearman_attacking.g3d"/>
<sound enabled="true" start-time="0.20">
<sound-file path="sounds/spearman_attack7.wav"/>
<sound-file path="sounds/spearman_attack8.wav"/>
<sound-file path="sounds/spearman_attack1.wav"/>
<sound-file path="sounds/spearman_attack2.wav"/>
<sound-file path="sounds/spearman_attack3.wav"/>
<sound-file path="sounds/spearman_attack4.wav"/>
<sound-file path="sounds/spearman_attack5.wav"/>
<sound-file path="sounds/spearman_attack6.wav"/>
<sound-file path="sounds/spearman_attack9.wav"/>
</sound>
<attack-strenght value="80"/>
<attack-var value="30"/>
<attack-range value="1"/>
<attack-type value="slashing"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0"/>
<projectile value="false"/>
<splash value="false"/>
</skill>

<skill>
<type value="morph"/>
<name value="morph_skill"/>
<ep-cost value="0"/>
<speed value="500"/>
<anim-speed value="80"/>
<animation path="models/spearman_standing.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="60"/>
<anim-speed value="40"/>
<animation path="models/spearman_dying.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="sounds/spearman_die1.wav"/>
<sound-file path="sounds/spearman_die2.wav"/>
<sound-file path="sounds/spearman_die3.wav"/>
</sound>
<fade value="false"/>
</skill>

</skills>

<commands>

<command>
<type value="stop"/>
<name value="stop"/>
<image path="../spearman/images/tech_stop.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

<command>
<type value="move"/>
<name value="move"/>
<image path="../spearman/images/tech_move.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>

<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/swordman_attack.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="charge_skill"/>
<attack-skill value="attack_skill"/>
</command>


<!--command>
<type value="attack_stopped"/>
<name value="hold_position"/>
<image path="../spearman/images/tech_hold.bmp"/>
<unit-requirements/>
<upgrade-requirements>
<upgrade name="training_field"/>
</upgrade-requirements>
<stop-skill value="stop_skill"/>
<attack-skill value="attack_skill"/>
</comman->

<command>
<type value="morph"/>
<name value="promote_to_guard"/>
<image path="../guard/images/guard.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<morph-skill value="morph_skill"/>
<morph-unit name= "guard"/>
<discount value="60"/>
</command-->

</commands>
</unit>

He should regenerate 5 hp per tick but instead generates 10 per tick.

Thank You!

47
Feature requests / Editable stat boosts upon level up
« on: 14 November 2011, 04:14:03 »
This came up talking Wyvern abut Annex having units level up. https://forum.megaglest.org/index.php?topic=6517.msg78479#msg78479

The issue with level ups are that they raise hp and ep and vision range, hp and vision is fine but ep causes a big problem. Many units such as Eml Walkers, tanks, Mrls, or any weapon thats not a machine gun, use Ep as a cool down timer. For example Tanks have a max of 4 ep and requiring tank to regen 4 ep to fire again. If the tank levels up it will get some bonus ep, so now tank has a max ep of 6. This causes the tank to take its first two shots in rapid fire then go back to its normal firing rate, which is really strange, not to mention mess up balance.

Don't mean to be a pain but would it be problematic to allow moders to edit the stats and amounts of when your unit level up? A system like GAE https://docs.megaglest.org/GAE/Custom_levels would be the most helpful for moders. Or something similar :)

Would this be an issue?

 Thanks again!

48
Hi found a workaround glitch to allowing multiple boosts, when multiple boosts = false

Glitch happens when you have same boost attached to multiple skills, if two of the same units are performing different skills the boost gets multiplied, even if Multi boost is set to false.

For example:
say i have a unit between 2 factories that grants hp regen of 5 each, but Multi boost is set to false, so unit only receives a boost from one. However if one factory is idle and the other is producing, then the Multi boost = false is void, and Hp regen of unit is now 10.

Screens Below:

Before
(click to show/hide)

After
(click to show/hide)

Some how there should be way to identify a boost as the same despite being in two different skills.

Windows 7 64
6 gigs ram
Nvidia GeForce card

Thanks!

49
Feature requests / "OR" tags in Unit+Resource+Upgrade Requirements
« on: 7 November 2011, 04:06:41 »
Hi I was wondering if we could make it so that you could have options for requirements, for example having a unit worth 100 gold OR 300 stone?

A perfect example is in my Annex mod. If you remember There is a unit called "Falcon" that's listed twice in the refinery. That is because i wanted her to be recruit-able after EITHER A tech lab OR Silo are produced. The only way around this is to list that unit in two separate commands each with its own requirement, but looks strange to see a unit listed twice. Another new unit in Annex has the same requirements of either Tech lab OR Silo to be produced. 

Maybe an <or/> command between two requirements would help? Any other ideas?

50
Hi Tried to Have a structure that boosts hp regen to units around it, but nothing happens... other boosts seem to take effect.

UPDATE:
svn now also support hpregeneration for upgrade and attackboost (use it in xml as you would normally and note that percent multiplier applies to both hp and hpregen)

According to this it was added but maybe i have the syntax wrong...

EDIT: Not a bug i just cant spell properly  :-[

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