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.
This would be good for the "Boxshot" image on Indiedb.
If you are a developer, please build MegaGlest on your own and get in touch to contribute (or post your patches on the forums).
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perfect, thanks i wait answers for the UltraPack ...![]()
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I know that you are able to lower move speed like thisCode: [Select]<move-speed value="-66" value-percent-multiplier="true"/>
<?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>
I move this to the feature requests now. Please update the first post and add a summary of the state/request and change title.
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".
A MegaGlest based MOBA? Why not?
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).
?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>
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.
<max-ep value="6" regeneration="1" minimum="-10" />