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Messages - Ishmaru

Pages: 1 ... 4 5 6 7 [8] 9 10 11 12 ... 43
176
MegaGlest / Re: MG mock DVD case.
« on: 19 January 2014, 22:45:56 »
Nice!

This would be good for the "Boxshot" image on Indiedb.

177
Feature requests / Attack boosts that effect attack speed
« on: 19 January 2014, 13:57:25 »
The ability to modify the attack speed (and animation) via attack boost.

Can lead to some interesting unit abilities that can force a fast barrage of attacks, or intimidating enemies to attack slower, or slow down attack speed of allies to charge up their strength etc. can allow for lots of interesting modiing possibilities.

Is this something possible?

178
Feature requests / Multiple boost effects per skill
« on: 19 January 2014, 13:48:41 »
I noticed that while you can list multiple attack boosts per skill, only the first boost is executed.
I wanted to ask for the ability to have a unit have multiple boost effects in one action.

For example have one boost raise attack to allies and one boost to lower attack speed of enemies.

It would be great if this were possible!

179
Feature requests / Re: particles bound to models
« on: 19 January 2014, 13:31:46 »
Sounds very promising!

Can this be done with projectiles?

Are particles be oriented with the mesh they are attached to, or the unit's orientation?

180
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 17 January 2014, 12:25:11 »
Ill probably release what I have now with the 3.9.1 release. and Finish it at a later time. Basically whats its missing is an updated manual (which i seemed to have lost the files of) and the Renegade's scenarios. If that would be ok for everyone

181
Off topic / Re: Super Ricochet Arena coming January 20
« on: 17 January 2014, 12:22:05 »
Thanks Tomreyn, I've heard of Anaconda before, and the rule is its free for non commercial purposes but $100 for commercial games, however at the time when i check it out a year ago the project looked dead. Ill test and see if the game ports well to linux!

182
Annex: Conquer the World / WHERE IS RELEASE 4???
« on: 14 January 2014, 22:17:33 »
Sorry for the long absence however, Ive been busy with life as well as trying to get My first Indie games out the door. I still haven't forgotten about Annex, here is a little update what is going on.

Something thats been constantly asked of me is to remove the Population cap. While unrestricted military building sounds awesome, however the population cap serves very important functions in the game.

Of course one is reduce the hardware strain especially in 5+ Player maps, but also it limits the cpu quantity over quality tendencies, remove the limit and all you get are limitless waves of low tier units. Most importantly however, It adds more strategy it forces the player to think about what units they really need. Are you willing to sacrifice 5 population slots to get one more harvester? What would be better to get a tank or a base defense? Etc, etc  So Don't expect Population Slots to go away anytime soon.

However that being said, there is a level of fun about using larger armies, overwhelming your enemy with numbers. So Really Since Beta 1 I've been constantly experimenting with the population caps, both amount and costs to bring the most engaging Annex battles.

So Lately my Annex work, Is focused on raising the Population Cap in a way that does not break the balance of game. And what I have currently seems to be yelding the bests results.

Currently these are the changes:

-Population Cap is now raised to 125 (raised by 35 since release 3)

-Ground/Air Vehicles no longer all cost 2 population slots, Instead that number can be more or less depending on that units abilities. This allows factions that focus on quantity over quality to actually be able to have more units than the brute strength factions. this coupled with better unit balancing is really making battles more engaging especially since lower tier vehicles are more useful compared to higher tiered units. For example: Shadow's Raider bikes are only 1 population slots while the Alliance' Battle Tank is 3, and the Republic's Sabre Tank is only 2. Likewise The Alliance Gunship is 2 and the Harrier is 3. That may sound low however keep in mind Anti Air units had a big boost in power in Release 4.

This is where im currently at with Annex Developement.

 

183
Off topic / Re: Super Ricochet Arena coming January 20
« on: 14 January 2014, 21:50:06 »
Ok after a long absence, Super Ricochet Arena is finally being released on Desura! While the Full version will be out on the 20 of January, you can check out the Lite version right now!

184
MegaGlest / Re: three questions
« on: 11 January 2014, 22:06:33 »
perfect, thanks i wait answers for the UltraPack ... :) :) :)

You may find some advise by looking up the individual factions on this forum. the ultra pack is a mix of different techtrees by different people (magitech,megapack, vbros packs, and japaneese)  so there is no direct threads about the ultra pack.

185
I have had issues with this as well.

186
Mods / Re: Techtree Barillion
« on: 22 December 2013, 17:51:38 »
EWW Dragonflies... Still good model and texture!

187
Feature requests / Re: A switch to limit texture size of models
« on: 16 December 2013, 04:15:22 »
I agree too. However how would this apply when there are textures of different resolutions?

188
MegaGlest / Re: >>> MegaGlest 3.9.0 release! <<<
« on: 13 December 2013, 17:28:46 »
great improvements everyone!

I guess we will see how well network games handle Annex 4 :)

189
I know that you are able to lower move speed like this
Code: [Select]
<move-speed value="-66" value-percent-multiplier="true"/>

So I guess it only works with  the value-percent-multiplier="true" tag. Thanks!

190
Perhaps its an error in my syntax but I cannot seem to get an attack boost to lower the movement speed or sight of an effected unit.

I was generally expecting that if I add a negative value to an attack boost it will lower the stat instead, however it just doesn't seem to be the case. The units seem to be unaffected by the negative boost for some reason.

I uploaded my xml:

Quote
<?xml version="1.0" standalone="no"?>

<unit>

   <!-- *** parameters *** -->

   <parameters>
      <size value="2"/>
      <height value="1"/>
      <max-hp value="400" regeneration="1"/>
      <max-ep value="1" regeneration="1"/>
      <armor value="10"/>   
      <armor-type value="normal"/>            
      <sight value="10"/>
      <time value="75"/>   
      <multi-selection value="true"/>   
      <cellmap value="false"/>
      <levels>
      </levels>
      <fields>
         <field value="air"/>
      </fields>   
      <properties/>
      <light enabled="false"/>
      <unit-requirements>
         <unit name="factory"/>
      </unit-requirements>
      <upgrade-requirements/>
      <resource-requirements>
         <resource name="gold" amount="150"/>
         <resource name= "ore" amount="75"/>
         <resource name= "energy" amount="10"/>
      </resource-requirements>
      <resources-stored/>
      <image path="../../../../icons/drone2.bmp"/>
      <image-cancel path="../../../../icons/stop.bmp"/>
      <meeting-point value="false"/>
      <selection-sounds enabled="true">   
      </selection-sounds>
      <command-sounds enabled="true">
      </command-sounds>
   </parameters>

   <!-- *** skills *** -->

   <skills>
   
      <skill>
         <type value="stop"/>
         <name value="stop_skill"/>      
         <ep-cost value="0"/>
         <speed value="1000"/>
         <anim-speed value="120"/>
         <animation path="drone/drone.g3d"/>
         <particles value="true">
            <particle-file path="air_dust.xml"/>
            <particle-file path="fan_blow.xml"/>
            <particle-file path="glow.xml"/>
         </particles>
         <sound enabled="false"/>
      </skill>
      

      <skill>
         <type value="move"/>
         <name value="move_skill"/>      
         <ep-cost value="0"/>
         <speed value="400"/>
         <anim-speed value="120"/>
         <animation path="drone/drone.g3d"/>
         <particles value="true">
            <particle-file path="air_dust.xml"/>
            <particle-file path="fan_blow.xml"/>
            <particle-file path="glow.xml"/>
         </particles>
         <sound enabled="false"/>
      </skill>

      <skill>
         <type value="move"/>
         <name value="chase_skill"/>      
         <ep-cost value="0"/>
         <speed value="400"/>
         <anim-speed value="120"/>
         <animation path="drone/drone.g3d"/>
         <particles value="true">
            <particle-file path="air_dust.xml"/>
            <particle-file path="fan_blow.xml"/>
            <particle-file path="glow.xml"/>
            <particle-file path="slow_beam.xml"/>
         </particles>
         <attack-boost>
            <allow-multiple-boosts value="false" />
            <radius value="3"/>
                           <target value="foe" include-self="false"/>
            <max-hp value="0"/>
            <max-ep value="0"/>
            <sight value="0"/>
            <attack-strenght value="0"/>
            <attack-range value="0"/>
            <armor value="0"/>
            <move-speed value="-200"/>
            <production-speed value="0"/>
            <particles value="true">
               <affected-particle-file path="slow.xml"/>
            </particles>
                        </attack-boost>   
         <sound enabled="false"/>
      </skill>

      <skill>
         <type value="attack"/>
         <name value="slow_skill"/>      
         <ep-cost value="0"/>
         <speed value="300"/>
         <anim-speed value="120"/>
         <animation path="drone/drone.g3d"/>
         <particles value="true">
            <particle-file path="air_dust.xml"/>
            <particle-file path="fan_blow.xml"/>
            <particle-file path="glow.xml"/>
            <particle-file path="slow_beam.xml"/>
         </particles>
         <sound enabled="true" start-time="0">
         </sound>
         <attack-strenght value="0"/>
         <attack-var value="0"/>
         <attack-range value="0"/>
         <attack-type value="energy"/>
         <attack-start-time value="0.9"/>
         <attack-fields>
            <field value="land"/>
         </attack-fields>
         <projectile value="false"/>
         <splash value="false"/>
         <attack-boost>
            <allow-multiple-boosts value="false" />
            <radius value="3"/>
                           <target value="foe"/>
            <max-hp value="0"/>
            <max-ep value="0"/>
            <sight value="0"/>
            <attack-strenght value="0"/>
            <attack-range value="0"/>
            <armor value="-200"/>
            <move-speed value="0"/>
            <production-speed value="0"/>
            <particles value="true">
               <affected-particle-file path="slow.xml"/>
            </particles>
                        </attack-boost>
      </skill>

      <skill>
         <type value="die"/>
         <name value="die_skill"/>      
         <ep-cost value="0"/>
         <speed value="60"/>
         <anim-speed value="70"/>
         <animation path="drone/boom.g3d"/>
         <sound enabled="true" start-time="0">
         </sound>
         <particles value="true">
         </particles>   
         <fade value="false"/>
      </skill>

   </skills>

   <!-- *** commands *** -->
   
   <commands>
      
      <command>
         <type value= "stop"/>
         <name value="stop"/>
         <image path="../../../../icons/stop.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <stop-skill value="stop_skill"/>
      </command>

      <command>
         <type value="move"/>
         <name value="move"/>
         <image path="../../../../icons/move.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <move-skill value="move_skill"/>
      </command>
      <command>
         <type value="attack"/>
         <name value="slow"/>
         <image path="../../../../icons/attack.bmp"/>
         <unit-requirements/>
         <upgrade-requirements/>
         <move-skill value="chase_skill"/>
         <attack-skill value="slow_skill"/>
      </command>

   </commands>
</unit>


Does anyone see whats wrong? If not maybe this is a bug.

191
Feature requests / Re: Definable EP minimum in xml
« on: 6 December 2013, 12:57:42 »
I move this to the feature requests now. Please update the first post and add a summary of the state/request and change title.

Done and Thanks!

192
Closed bug reports / Re: Size 3+ Units are non aggressive
« on: 6 December 2013, 00:39:03 »
The reason is, it has a mine skill and a build skill. By this it is counted as a worker and is usually not send to fight. Compare this to the intiates of magic or the persian worker. both are not used to attack because they have "worker skills".


you were correct titi that was the issue thanks!

softcoder: Yes you set it so that harvest units can attack. however it's dependant on weather or not the minimum workers harvesting is met. which explains why this unit rarely attacked instead of never.

193
Mods / Re: Total conversion based on the Ryzom assets?
« on: 4 December 2013, 22:37:18 »
A MegaGlest based MOBA? Why not? :D

One was started before. BattleGlest, though it is on permanent hold
https://forum.megaglest.org/index.php?topic=7742.msg78265#msg78265

194
Mods / Re: Total conversion based on the Ryzom assets?
« on: 4 December 2013, 19:42:52 »
good stuff for a Moba game!


195
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 4 December 2013, 04:49:17 »
The first issue should be fixed in the next release, since this stuttering can be caused by a performance issue in the version of the game engine the (to date) latest Annex release uses. This is  fixed in newer versions of the game engine (which the next Annex release will likely be based on).

Yes Tomreyn is correct, Many bugs will be corrected in next version, as I'm updating to 3.9.0  as opposed to the old v3.6.3

As for the Max unit count, It needs to be there as MG was not built to handle huge Armies. I've been slowly increasing the population cap as MG improves its performance. However, i don't plan on having a really large population count. Currently, the population limit is 100 in next revision.

196
Closed bug reports / Re: Size 3+ Units are non aggressive
« on: 4 December 2013, 04:24:43 »
Only has one attack skill, but here is xml:

Code: [Select]
?xml version="1.0" standalone="no"?>

<unit>
<parameters>
<size value="3"/>
<height value="3"/>
<max-hp value="2400" regeneration="6"/>
<max-ep value="0" regeneration="1"/>
<armor value="150"/>
<armor-type value="hard"/>
<sight value="10"/>
<time value="60"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels>
<level name="taste_blood" kills="10"/>
<level name="carnivore" kills="30"/>
<level name="ptreditor" kills="60"/>
</levels>
<fields>
<field value="land"/>
</fields>
<properties>
<property value="rotated_climb"/>
</properties>
<light enabled="false"/>
<unit-requirements>
</unit-requirements>
<upgrade-requirements/>
<resource-requirements>
<resource name="organic" amount="600"/>
<resource name="housing" amount="4" />
</resource-requirements>
<resources-stored>
</resources-stored>
<image path="images/swordman.bmp"/>
<image-cancel path="images/swordman_attack.bmp"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="sounds/sel1.wav"/>
<sound path="sounds/sel2.wav"/>
<sound path="sounds/sel3.wav"/>
</selection-sounds>
<command-sounds enabled="true">
<sound path="sounds/sel1.wav"/>
<sound path="sounds/sel2.wav"/>
<sound path="sounds/sel3.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/vore_stand.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="180"/>
<anim-speed value="100"/>
<animation path="models/vore_run.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="be_built" />
<name value="be_built_skill"/>
<ep-cost value="0" />
<speed value="300" />
<anim-speed value="300" />
<animation path="models/vore_run.g3d" />
<sound enabled="false" />
</skill>

<skill>
<type value="move"/>
<name value="charge_skill"/>
<ep-cost value="0"/>
<speed value="180"/>
<anim-speed value="100"/>
<animation path="models/vore_run.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="50"/>
<animation path="models/vore_eat.g3d"/>
<sound enabled="true" start-time="0.25">
<sound-file path="sounds/attack2.wav"/>
</sound>
<attack-strenght value="700"/>
<attack-var value="200"/>
<attack-range value="1"/>
<attack-type value="eat"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0.25"/>
<projectile value="false"/>
<splash value="true">
<radius value="0"/>
<damage-all value="false"/>
<particle value="false"/>
</splash>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="60"/>
<anim-speed value="60"/>
<animation path="models/vore_stand.g3d"/>
<particles value="true" start-time="0.0" end-time="0.1">
<particle-file path="splat.xml"/>
</particles>
<sound enabled="true" start-time="0">
<sound-file path="sounds/die1.ogg"/>
<sound-file path="sounds/die2.wav"/>
<sound-file path="sounds/die3.ogg"/>
</sound>
<fade value="true"/>
</skill>

<skill>
<type value="harvest"/>
<name value="mine_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="50"/>
<animation path="models/vore_eat.g3d"/>
<sound enabled="true" start-time="0.5">
<sound-file path="sounds/attack2.wav"/>
</sound>
</skill>

<skill>
<type value="build"/>
<name value="build_skill"/>
<ep-cost value="0"/>
<speed value="225"/>
<anim-speed value="90"/>
<animation path="models/vore_eat.g3d"/>
<sound enabled="true" start-time="0.5">
</sound>
</skill>

</skills>

<commands>

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

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

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

</commands>
</unit>

197
Tools / Re: wanted: g3d models with normals map for testing
« on: 3 December 2013, 15:11:41 »
Looking forward to the results!

198
Closed bug reports / Attack Boost Stats are saved incorrectly
« on: 3 December 2013, 15:08:48 »
I noticed that when you save while a unit is receiving boosted stats, that boost is saved as the unit's base stats, so that when the game is reloaded those boosts become permanent, even once the unit leaves the boost radius. This also means that while that unit returns to the same boost radius, another boost is applied on top of the previous (now permanent) boost.

For Example:

Unit A Base Armor: 50

Unit A is in an Attack boost radius so: 50+50

Save game

When reloaded Unit A Base Armor: 100 (should be 50)

After saving, when Unit A is in the Attack boost radius: 100+50

When Unit A leaves boost radius armor returns to 100 (should return back to 50)

Unit A now permanently have more armor than it should.

Extra Computer Info:

Laptop Windows 7, 8 gigs ram, Nvidia Geforce card,  Intel I7

199
Closed bug reports / (no bug )Size 3+ Units are non aggressive
« on: 1 December 2013, 22:58:42 »
Something I've noticed for a while is that when a cpu player produces large (size 3+) units, it is very rare for them to be included when they launch their massive attacks.

I used to feel as though this was due to crowding at the base and poor pathfinding. However, after playing with the  MinBuildSpacing Ai Behavior I believe this is not the reason.
Even with ample space these units still remain at base while the rest of the army charges at the enemy.

I'm wondering why that is? Has anyone else encountered this problem?

Computer Info:

Laptop Windows 7, 8 gigs ram, Nvidia Geforce card,  Intel I7

200
Feature requests / Re: Bugs with negitive EP Regen
« on: 1 December 2013, 22:35:15 »
Perhaps we could add an option somewhere in the XML (which would make this a feature request) for that behavior. I'm not sure having negative EP should prevent the usage of zero-EP skills.

Yes maybe a dev can move this to Feature request board it will be great.

After playing a bit with this, I see potential to make paralysis/EMP based attacks by draining enemy ep to negative (thus preventing them to move), using attack boosts. So I think that negative ep values should still prevent usage of zero ep skills. However, what I think needs to happen is to have an optional minimum parameter added to the Max-Ep line, which sets the minimum limit the amount ep can drop to (via negative EP regeneration) (default =0) in the unit xml:

Code: [Select]
<max-ep value="6" regeneration="1" minimum="-10" />

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