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Messages - Ishmaru

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201
Feature requests / Re: Bugs with negitive EP Regen
« on: 1 December 2013, 16:59:56 »
Actually I'm going to request not to fix this bug as of yet. I'm going to continue to play around with this bug, as I found a very good use for the effects of this bug.

Edit: Updated see first post:

202
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 1 December 2013, 05:14:31 »
So 3.9.0 is out now ... what about the new annex release.  :)

Been really busy with work lately. Hopefully really soon!

203
Feature requests / Definable EP minimum in xml
« on: 1 December 2013, 05:07:42 »
Found 2 interesting behaviors while creating an attack boost with negative ep regen:

1 - Ep will fall into negative values and continue to drop. I think that values should not drop past zero.

2 - Units will get stuck when ep is in negative values. Probably due to every skill having a minimum ep cost of zero. And since ep is now less than zero basic skills (move, hold, produce, harvest) are no longer able to be performed.

There are potential uses for these behaviors, so I would not like to change the behaviors themselves.

Instead I propose to add a definable minimum value of ep, so attackboosts cannot lower ep below a certain point.  If the values drop toward extreme negatives (-50 for example) then units will be paralyzed for incredible periods of time, so long that forgetting about that unit and just building another feels like the more time effective solution. 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) in the unit xml:

Code: [Select]
<max-ep value="6" regeneration="1" minimum="-10" />
If the minimum tag is not found then a minimum of 0 should be the default.

204
Mods / Re: Imperial 2 tech tree (***Full Release*****)
« on: 23 November 2013, 16:52:33 »
thanks!

205
Mods / Re: Imperial 2 tech tree (***Full Release*****)
« on: 23 November 2013, 12:44:31 »
Updated Today.

Changes:


Dragon tanks - Edit textures, re enabled

Dreadnaught/Ironclad weapon strengthened

Added some Ai Behavior tags to Warlords faction, to encourage tank production.

Balanced, Siege rockets with Trebuchet.

Scenario:


Added 2v2 scenarios. Bringing the total to 4.

Download:



Techtree: Imperial 2 Plus (Added ships, re balance units) - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial_2_plus.zip
     
Scenarios: One scenario for each faction - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial%202%20Naval%20Senarios.zip

206
MegaGlest / Re: Preview of the Roman Updates!
« on: 15 November 2013, 17:39:35 »
Really great improvement ElimiNator.

Plan to upgrade the structures as well?

207
there is almost no video game ever that shows that info. if you are so new to a content pack that you don't know what stuff does, you probably can't make effective choices based on that info anyways.

Just cause it was never done before doesn't mean it shouldn't.

What I think we should plan is, what Info should be shown and when? There are a lot of possible info that could be displayed depending on what the structure is used for:

Cost?
HP?
Armor Type?
Armor value?
Storage?
Resourced Produced?
Sight/Attack range?
Attack?
Attack field?
Attack Type?
Attacks boosts?  (Range, Boost Given, Units Effected)
Units Produced?

Obviously that's information overload and most aren't useful for all structures. EX: You wouldn't care how far a castle might see but for a defense that is more important.

Or maybe an implementation of a translatable description  for the structure/unit would work better?


208
Mods / Re: Imperial 2 tech tree (***Full Release*****)
« on: 4 November 2013, 13:52:02 »
Is this for GAE (water units?) or are they just in scenarios?
He explained elsewhere that it's just a scenario. If I recall correctly, he used opaque shallow water to allow units to "walk" in the water and create ripples. The water units are separated from the land units with "cliffs".

Yes.  This was intended to bring naval warfare to MG.

209
Mods / Re: Imperial 2 tech tree (***Full Release*****)
« on: 3 November 2013, 16:37:36 »

Imperial 2 Plus


 


 
Changes:
 
- re-disabled Dragon Tank production. I felt that this would cause issues with the games balancing.  However Ill leave them in the techtree if anyone wants to try them out.
 
- Fixed Soldier doing incredible amounts a damage in a small amount of time.
 
- Fixed Tanks and all cannon units had their attack speed reduced.
 
- Altered faces of worker + citizen units to match the face style of the rest of the faction. No longer uses the old tech worker face.
 
- Added Naval units to both faction for scenario use.
 
- Switched Tech and Imperial ships to better match their faction.
 
- Tweaked naval unit Attack speed and strength
 
- Added Imperial Crest to old Tech Warships.
 

Download:


 
Techtree
https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial_2_plus.zip
 
Naval Scenarios: (for megaglest)
https://forum.megaglest.org/index.php?topic=9280.msg89120#msg89120

210
Maps, tilesets and scenarios / Naval Battles in MegaGlest
« on: 3 November 2013, 16:33:25 »

Building Naval Battles in MG


     

     
As naval units have not been developed for MegaGlest, I wanted to experiment trying to mimic naval battles through Scenarios. I used Mr War's Imperial 2 Mod as a foundation and Added the naval units from the GAE version Imperial 1.
     
Video of Naval + Ground units in MG
     
https://www.youtube.com/watch?v=GOP9BiCXG2U
     

How to:


     
Essentially whats happening is that the Naval units are land units, and are placed in shallow (walkable water) with a dark blue surface texture to mimic deep water. One dock for each side is spawned in the fake "ocean". The "Island" is surrounded by cliffs (or invisible blocker objects)  so that the boats cannot enter land and land units cannot enter the "water". Since naval units are placed in shallow water, you still get water ripples and you can see the units breaking the water's surface. The result is pretty convincing. However this limits naval battles to special scenarios.
     
This scenario is set up like a custom game vs one Ultra cpu (feel free to scale the difficulty) Each player has a small base and one dock/shipyard in a nearby bay area.
     
Credit goes to Mr War for the great Mods.
     

Downloads:


     
Techtree: Imperial 2 Plus (Added ships, re balance units) - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial_2_plus.zip
     
Scenarios: One scenario for each faction - https://dl.dropboxusercontent.com/u/57357349/Downloads/imperial%202%20Naval%20Senarios.zip

211
I still do, however it seems a bit better than when I first reported. I last tested this on Annex using rev 4645.

212
Mods / Imperial 2 Naval Battles in MG
« on: 31 October 2013, 15:02:37 »
I've been playing around with Imperial 2 lately, doing a few experiments.  One of which is to include the units lost from the original Imperial faction. I gave Tech's tank to the Warlords, which is now called the "Dragon Tank", and done a bit of my own re-balancing in particular of cannon units.

Most Important thing im experimenting with is to find a way to Include the naval units from the Original Gae version in MG. (without changing the source)

Naval battles are only available in special made scenarios, with their own tilesets, as the naval units are actually land units, just cleverly hidden. Shipyards must be spawned via scenario as they cannot be built. However Ai builds ships very well and i had some nice naval battles vs a standard cpu player.

Side note, In a weird case of irony, I switched the ships around so that the Imperials have Techs old ships, and Warlords now have the old Imperial ships, as the old imperial ships had a more Asian style to them.

Ill be releasing my revised tech tree  "Imperial 2 Plus" and a few naval scenarios with in a few days! Pictures below:




213
I thought this was fixed long ago.

If it's not then I agree that it should.

While on that subject, I think we should prevent players from attack spawning by targeting own units or allies. Hope it's not too off topic.

214
Annex: Conquer the World / Re: Mordavian Faction for Annex
« on: 21 October 2013, 06:36:28 »
Cool, Aside from the excavator there were other pictures of various military vehicles, are these also for Mordavian faction?

215
Mods / Re: Has there been any completed for profit glest projects?
« on: 19 October 2013, 22:50:33 »
The problem is not that steam allows or doesn't allow open source games, it's that their DRM (which is required to work with steam) is not open source and thus incompatible with gpl code.

216
Mods / Re: Has there been any completed for profit glest projects?
« on: 12 October 2013, 00:01:33 »
Well, its technically possible to sell a game using an open source engine by using commercially licensed art. But I'm still pretty sure you can't sell it on most distribution channels and you have to send out the source or make it easily available to anyone who buys your game. Mainly the fact that you can't use Steam or Impulse will cripple sales.

I think maybe Desura can sell open source based products?

Yea Desura is open source friendly. It will pretty much be the best way for distributing a for profit Glest game, other than selling physical copies.

Thinking of porting next version of Annex on Desura as well, and hopefully MG will also have its own Desura release too.

217
I added support for this to the command element (rev 4602):

<replace-storage value="true" />

Thanks softcoder!

218
Mods / Re: Has there been any completed for profit glest projects?
« on: 11 October 2013, 22:24:43 »
Well that's a shame,
I think people would buy a great quality Glest based game, if priced right.

219
Mods / Has there been any completed for profit glest projects?
« on: 10 October 2013, 02:57:20 »
If you browse older posts, you see that there has been quite a few  glest based games with the plan to sell them, does anyone know if any for profit glest projects were completed? I'm just curious to see what has been done.

220
Sorry just wanted to make sure,

I think to specify in xml you can add a line to morph skill,

Code: [Select]
<overwrite_storage=true/>
Where true will be the new behavior.

Thanks softcoder!

221
Maps, tilesets and scenarios / Re: Map - Minotaur
« on: 9 October 2013, 02:33:00 »
I feel like the map is watching me   :look:

How does the AI function in this map? from what it sounds like the AI should have pathfinding issues.

222
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 8 October 2013, 22:55:02 »
Yes I have written a backstory of the 4 main factions and some of the events leading to the war. you can read it here:
https://forum.megaglest.org/index.php?topic=9086.0

however as for story during the war, not really I just leave it to the players imagination.

The extra fractions (astro marines and mordavian) both created their own story lines and alternative realities, which is fine too.

you are free to re skin Annex artwork if you are planning on making a fraction. just be sure to credit me if u use anything!

223
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 8 October 2013, 19:55:30 »
Well you can always see the glest wiki to see info on modding,

As for factions well I do have some ideas brewing, however each takes a lot of work, and ATM I'm content ,for now, with the 4 factions upcoming in next release.
That doesn't mean you cant make your own or try to team people up to make one, like Mr Wars's Astro Marines Faction https://forum.megaglest.org/index.php?topic=8561.0 , or Wyverns Mordavian Faction https://forum.megaglest.org/index.php?topic=8554.0

I am personally terrible at scenario and map design, so if you ever were interested in creating either of those give it a shot.

If I get enough user made content I will set up an Annex mods menu for easy downloading, currently though there is only 1 Faction and 1 map released

224
I'm not sure were talking about the same thing,
Just to be clear I don't want it to replace current total factions storage, the issue is that the storage value of that specific unit does not change properly.

The bug is this,

Unit A stores 200 gold
Unit B stores 500 gold

- When Unit A morphs into Unit B it (the unit) now stores 700 gold (adds 500 gold to unit storage)

- If I once again morph Unit B back to Unit A it(the unit) now stores 900 gold (adds 200 gold to the 700)

- This increases exponentially for each morph.

Proper Function would be:

Unit A stores 200 gold
Unit B stores 500 gold

- Unit A (stores 200 gold) morphs into Unit B, now stores 500 gold itself.

- Now Unit (currently stores 500) morphs back into Unit A, now stores 200 gold itself.

Hopefully this is a bit more clear, If you already were thinking this then I apologize.

225
Wonderful hope this gets included in megaglest releases!

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