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Topics - Ishmaru

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76
Bug report / Problem with "discount_rate" math
« on: 29 September 2010, 19:58:40 »
Ive noticed that when morphing to a unit with a discount rate that the discount rate is not applied for an initial cost. Instead after the unit is morphed the discount rate is then refunded to the player.

EX:

UNIT_A can morph into UNIT_B
discount rate = 50%
Unit_B = 100 gold

instead of costing the player 50 gold for the morph instead it cost 100 gold to start the morph, when morph is completed 50 gold is given back to the player.

This is problematic when you have for example 300 gold and 6 UNIT_A's instead of being able to morph all 6 at once, you would have to morph 3 at a time.

You can test this while morphing swordsman to guards.

This problem has been with Glest for a while and is also present in Megaglest as well. Not sure about GAE.

I hope that I explained this properly. Thanks for listening... err reading I mean!

77
General discussion / Gui suggestions
« on: 13 March 2009, 12:39:23 »
Hi i've been playing/ modding Glest since version 2.00 and I always wanted to see more development into the in game interface, but there has yet to have been any real changes since then. Here are some suggestions that you may want to implement into GAE. It would help graphically improve Glest, and give it a more finalized look.

Personally I Don't like the Glest ring health counter, its hard to read exactly how much health a unit has. I think that a more traditional health bar, on either the side or the top would be more effective at displaying hp for units. The same could be said about the blue EP counter as well. You could use a tga as a border to the health bar that matches the faction's theme.

Another thing is that most RTS have a border around the main interface points (radar, resources, and unit selection box) Currently Glest just have those things just placed on the screen. I think a tga that be placed on the screen would be the simplest way to incorporate this.

An example of what I mean:

http://static.computergames.ro/cg/assassin/images3/ra3/ra3-097.jpg

This is just my opinion though but I really thinK this would help Glest. Thanks for reading.

78
Mods / A Question to all Graphic Artists / Moders
« on: 3 March 2009, 19:47:26 »
Hi everyone in the Glest community. I've noticed mods that have been using material, like models and textures, from other mods. Some may ask permission, while others may assume that since Glest is GPL everyone's graphics are too. Which is not the case, custom graphics does not apply to GPL. Anyway I just want to know what the opinions of the people who do hard work making mods on this matter. This pertains to you and your mod, and not to what the general rule should be. I appreciate all those who vote.

79
Mods / Non Fleeing unit
« on: 3 March 2009, 19:06:24 »
Suppose I wanted to make a non combat scout unit. I would normally make a regular unit without an attack skill, however because he does not have an attack skill, Glest automatically makes him flee at the first sign of any enemy unit. I was wondering if anyone knows a way to make the unit stand still in stead of fleeing. I tried to make an attack skill that does 0 damage but the computer starts building large amounts of scouts and tries to use them in combat, so that is out of the question.  Thanks in advance for any help.

80
General discussion / Never introduced myself
« on: 25 April 2008, 13:38:27 »
Hi you could call me Ishmaru. Junior computer graphics major at NYIT. Im relativly new to modding with some but little knoledge of programing. Currently working on a mod named Chasm, an RTS Fantasy industreal world with anime styled characters.

81
General discussion / open gl problem
« on: 15 February 2008, 04:39:27 »
What do I need in order to use shodow Mapping? I cant use it and get "OpenGL extension not supported: GL_ARB_shadow_ambient, required for Shadow Mapping" this is on a computer less than 4 months old. Thanks in advance.

82
Bug report / strange ai bug
« on: 9 February 2008, 20:53:50 »
Im a modder and i think i came across a strange bug. I created a new type of barracks by copying and pasteing the tech barracks and changeing the copy into what i needed. however now the ai wont build from the tech barracks and my barracks. Can anythng be done about this. I posted this first in mod section and i was told i should report it here.

83
Mods / AI Problems
« on: 9 February 2008, 17:24:20 »
Hello am currently makeing a mod and i noticed that for some reason the ai does not build units anymore. It does utilize units it currently has so its not completly dead. Is there any reason for this or a way to modify ai?

Thankyou

84
Mods / faction colors
« on: 15 January 2008, 19:25:12 »
How would set up faction colors.  I use Max and I know about adding CustomColor to User properties, but I Don't understand what else I need to do. Can anyone help?  Thank you!

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