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Topics - Omega

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176
General discussion / Finally
« on: 7 May 2009, 15:52:46 »
I just got GAE to work for me (woo!), but can't get the INI to allow pictures. Zooming out too far just makes everything black. I know someone (modman?) said something about this before, but I can't find the post.

I need to take pictures of full maps soon, so any help is appreciated!

*** After months of listening to others rant, boy am I glad to try this, don't know what I did wrong before... ***

177
glest.110mb.com/maps/index.php
Download the map pack, which has over 40 maps. It is rated online, and allows user ratings! Sorry for the release delay, but I uploaded a while ago, but was not able to post a topic... New maps could be submitted using these forums.

178
The new Glest Guide is up, and it is fully writen in PHP. The Mod Download Center (MDC) has almost every mod (except select retextures and betas) available for download, as well as scenarios, tilesets, and the new Omega Map Pack (45+ maps collected from around the board).

It is in PHP, and allows ratings, allows me to keep logs, and allows you to submit ideas, posts, ect;

It is in the best new layout ever, and has the most complete data yet, along with very good XML and lau information, in a new, easily readable format. It has its own forums, and is in the simplest form available.

http://glest.110mb.com/

*NOTE: IE does not function for the XML and Lau layouts, so they get disabled. ALL other browsers work.

Also, note that the conversion to PHP means that all *.html links will be broken, so be careful posting links, and feel free to edit topics to fix this.

To Come: GAE section (need help, since my knowledge of GAE is strictly what I learned on this board).

179
Mods / All mods, tileset, maps, scenarios, etc;
« on: 7 April 2009, 04:18:59 »
I was needing a list of all mods, tilesets, maps, scenarios, and stuff that have been released (or just the recent ones of the last two). For certain reasons (Glest Guide), I need to make a way to get all the possible mods and stuff for glest, along with ratings and descriptions. Please feel free to post a link to all the ones you know (not just the ones you made). Thanks.

*NOTE: Please do not post what has already been posted.

180
Maps, tilesets and scenarios / Volcanic Released
« on: 7 April 2009, 04:09:28 »
I felt a need to make a new topic, since I believe that this should start with a picture and a link. First of all, credits go to me, Titi, and Gameboy. Also, give 'ol modman the credits for the idea.



DOWNLOAD HERE: http://www.mediafire.com/?f0zw1na0zmy

*I apologize deeply to Gameboy. I credited the wrong person. Give him thanks for the trees.

181
General discussion / Glest Guide Update
« on: 29 March 2009, 10:03:03 »
Once I finish the elves webpage, I am going to (finally) update the glest guide (glest.110mb.com). It's been too long, so now I am going to add some new features, fix the information, update the mods section, and improve the xml guides. NOTE: The general format of the guide will not change. Will remove the splash screen.

TO DO:

-XML Reference: Will try to add synastix highlighting. No easy way to do this... (Ooh, manual work). Will impliment javascript so that when you hover over any line, it will tell you what that line does, and samples for that line in an unobtrusive manner.

-Up to date Mod list: All mods that have been released with a beta or better. I am a bit behind with them, so can someone send me a list of mods that have a beta or better?

-Section for using the G3D exporter

-General questions answering the majority of questions that a newbie to glest might ask (ie: how do I install a new tech tree?)

-Add new fan art that was submitted to me. If anyone wants to add more of there own, now would be a good time to send it.

-Links to download all mods and tilesets

-Strategies for all units in the standard magitech

POSSIBILITIES:

-Unit strategies for all mods that are classified as a FINAL release (persian, indian, norsemen, nihilirian, any others?)

-In depth guide on how to make a campaign style quest, in the way labyrinth was created.

NEED HELP WITH:

-List of all mods, and their current release status (in terms of how complete it is, ie: alpha, beta, half-done, final, etc;)

-IDEAS FOR ALL OTHER SECTIONS

-Possible GAE section? Still doesn't work for me, until I download a new linux OS, so this would have to be 100% from stuff I've read about and stuff others can help me with.

-List of errors/typos/spelling mistakes/grammar mistakes...

~THANKS. I want the glest guide to be helpful to everyone, so if there is any ideas for improval, state them!

*PS: Just out of curiosity, how do you like my custom avatar?

182
General discussion / How many computers can I stack up?
« on: 15 March 2009, 09:53:11 »
How many Ultra Computer players can I fight that are all on the SAME TEAM? I started with three computers, but they kept coming at such a rate that I never even got to leave the base, so after about 400 units, I died. Next I tried a match against an ultra magic and ultra tech on a team. WOO! That was a good battle. Here's the screen:

I started out by reinforcing a very strong base, trying to get a lot of units, then for the next twenty minutes, I hung on as waves of foes came, often at the same time. Finally, I sent about 75% of my force to attack the magic faction in the south, just managing to destroy it, and then sent some workers to build a second base there. Tech was another story. They seemed to attack my second base more, for some unknown reason, maybe because they *still* thought it was their allies base?

I lost the second base three times before I could reinforce it strong enough. Man, airships are brutal against battlemages...

Some time later (I didn't really count, but it was a while) I sent a large force to attack tech, but it was wiped out pretty bad. I continued to send forces to attack the foe, and at one point tech sent an exceptionally powerful attack at my second base, which destroyed it yet again, but while they were attacking that, I decided to send the majority of my people from my first base to attack. After literally 'owning' about a quarter of the enemies base, the attackers that hit my second base came back. They still had a lot of airships and horsemen, so after a battle with LOTS of flashing lights (seriously), I lost, but I beat the majority of the foe.

Now I sent the rest of my base, and made another 16 battlemages to lead the attack, I (finally) defeated the foe.

*One question, how does the deaths part of the scoring work? I'm pretty sure I had at least 30ish units still alive at the end and I believe I killed most of tech's units (except for some roaming patrols and stuff).

Next week: My next attempt at taking on three ultra on a team. I really need to choose a good map though. I need something that'll work good for magic, will allow me to have lots of resources, multiple bases, and stuff. Big River's really good, but I get boxed in my own base too easily by three ultras.

183
Mods / A question for everyone making mods
« on: 11 March 2009, 19:59:16 »
Recently, there has been a huge spurge of mods appearing on the mods page of glest. I like to see this, and am glad that glest is growing at a high speed. However, this provokes a question, which I feel someone must ask the modders.

So, can all of you actually do this?
Can you model, and have you tested with exporting just a simple, textured cube?
Do you know the xmls good enough to make at least a simple unit?

And last, but not least: Will you continue the mod until the end and it is released? To many people start something, get everyone involved, then they're never seen again.

I'd like every modder to answer these questions, since I consider it important for all mods to be done to the best of their ability!

184
General discussion / Glest's Source
« on: 28 January 2009, 08:45:32 »
We should start a thread were we can identify parts of glest's source code. Glest doesn't really say straight out what each element or class is, so that leaves you to have to inspect the source code. Been thinking that maybe everyone can post bits that they know when ever they feel like it. Sure would make it easier for programmers to help out. I've been dicing my skills up, but I then realized I'm not familiar with glest! :o OOPS!

I'll start a bit, feel free to correct:
Code: [Select]
void Game::incSpeed() This is for setting the game speed. We use sFast, sNormal, or sSlow.
Code: [Select]
void Game::showLoseMessageBox() This is for displaying the 'You Lose' display box.
Code: [Select]
void Game::showWinMessageBox() This is the exact opposite, for the 'You Win' display.
Code: [Select]
Command::Command(const CommandType *ct, const Vec2i &pos) Command Class.
So on... Course, I'm not very familiar with Glest's source, so any help from those who spent a long time coding Glest, post!


10: Print "Happy Programming";
20: Goto 10;

185
Off topic / Off Topic - Main
« on: 26 January 2009, 19:29:15 »
This is a topic dedicated to random offtopicness. It's meant for just small things that don't justify a new thread. Be sure to check the dates of posts before replying, and reading from the back is recommended.

186
General discussion / Merry Christmas!
« on: 21 December 2008, 21:58:37 »
As it nears the christmas season, there is no denying that the magic is in the air, and I'm not refering to the faction. Wether you are a christian, jew, or not religious at all, there is no denying that the feeling of the season affects everyone. Christmas is a time of joy, and should join everyone in the world!

The need to spread the joy resounds throughout the world as we near the holiday season. People are coming and going, and are very hospital and generous at this time of the year, even in what could possibly be a financial crisis in many parts of the world (probably everywhere except jolly ol' Saskatchewan, Canada). So extending a warm hand of friendship, I wish everyone in the glest community and all the guests a merry christmas and a happy new year! Let this thread be for that purpose, so that everyone can wish each other a very merry christmas!



Normally, christmas is the time for giving, and not recieving, so I now give you a dark night which may hopefully be used in mods and perhaps improve the magic faction.
http://http://www.mediafire.com/?ygyxkjmojxj

Now once again, I wish you all a merry christmas and a happy new year!

187
General discussion / Lets test magic vs ultra tech...
« on: 21 December 2008, 21:36:28 »
Is magic balanced enough to beat an ultra tech and normal magic?
Normally, the CPU seems to enjoy crowding into one location which is a sort of super base, but in a recent battle of mine, I counted five bases (by base, I mean an area that is isolated with its own castle and resources). It was just a normal CPU ultra tech, in a three way battle which also had another magic faction which was whiped out very early. Playing as magic, it took me two and a half hours to defeat the monstous tech. Magic had a special feature to it though, for 100 gold, the energy source would produce 15 energy (by producing and invisible, spaceless unit). Early on, after the first magic faction fell, I infiltrated their base, surprised it was empty, so I set up another base of my own there, and made another mage tower. Then I started producing units in both bases, making a defence of battlemages, archmages, and golems in each base. However, when the ultra-tech attacked me, I ended up losing the first base, and moved all my units to the second base.

Then I sent some units to the center to claim the gold (this was the swamp of sorrow map, after all), but to my dismay, they were decimated by a large enemy attack force, which proceeded to attack me afterwards. Barely surviving that, I had to spend some time to rebuild. After spending a long time rebuilding and producing, I attacked the enemy with an army of 16 dragons and 8 archmages. I whiped out the central base losing only a few dragons, and proceeded onward north to the main base. Once there, I was faced with the challenge of a huge base that had two air ballistas, making my dragons weaker. Once I defeated the base, I noticed the foe walking away so I assumed there was yet another base. Following the dirrection in which the workers were moving in, I encountered another large base, which had quite a few air ballistas and defense towers. After attacking them for a few moments, I retreated to build up another force to take out the pesky air ballistas and defense towers.

Back at my base, I quickly turned 16 initiates, some which were idle and other which were gathering resources, into battlemages and quickly sent them to the base I was attacking. While I was attacking the air ballistas and defense towers that base, a swarm of horsemen and ornithopters (I'd say about 25+) attacked me, whiping out my entire attack force.

By this point, my entire base was out of gold. Having little resources and no attacking units other than a few golems, I moved all my remaining initiates to the center and built a mage tower. Since the center of Swamp of Sorrow has three big plumes of gold, I sent a large number of initiates to mine from each one. After I started to pile up the gold, I made another mage tower and had the two mage towers pump out initiates to a set spot. Once I had 16, I morphed them into battlemages, numbered them, and moved them aside. A little while later I morphed all 16 of those battlemages into archmages. Now I made another 16 initiates, which wasn't hard, since I had so much gold, and morphed them into battlemages. I also numbered them, and then sent both the battlemages and the archmages to attack the nearest base, which was still flooded with a large number of horsemen and ornithopter. I managed to kill the horsemen and ornithopter, as well as destroy most of the farms and defense towers before that force was wiped out by yet another wave of horsemen and ornithopters, as well as archers, battle machines, and catipults.

Now frustrated, I sent another wave of 16 battlemages at the now weakening foe, which destroyed that base. Advancing on, I destroyed the rest of the bases, aiming for the farms, though eventually those battlemages were killed too. Once all the farms were destroyed, and most of the animals with them, I managed to destroy the last castle, which stopped the enemies unit production. By the time I had another force of 16 battlemages, the foe was almost completely dead from hunger, and I easily attacked and destroyed the last few buildings without too much trouble. I never made as many units as the foe, nor did I harvest as many resources, but yet I won, and with magic too! Yes, this was a truely spectacular battle, and it is probably good proof that the AI is very difficult and cunning, as well as that magic can be balanced with just the upgrade of the ability to produce energy from the energy source and have the initiate harvest gold at the same amount as tech can. Those are the only changes that I had on my magic faction.

Although I wonder how I couldn't defeat the enemy with the first attack of 16 dragons and 8 archmages? Normally that would have crushed the foe, but in this case, it seemed to do little. Oh well, it was a very fun (and difficult) battle!

Here's the scoring:
[attachment=0:9itrbqac]magic-vs-tech(ultra).jpg[/attachment:9itrbqac]
I'm not sure how it adds up though. I looked at the source, and I know how the scoring works, but how did player 3 suffer 102 deaths when they only produced 88 units? And I thought I had killed pretty much every one of the ultra-tech's units, so why is the death count much lower than its units produced? Is deaths from hunger counted? Oh, and maybe the deaths should subtract something from the score, for I know they don't. Maybe we should have a high scores board as well. Would that work, since you can score tons of points if you were to keep playing after the game ended?


Anyone else have any spectacular battles like this?

188
Maps, tilesets and scenarios / Tree Making Guide with samples
« on: 12 December 2008, 15:24:54 »
I've created a guide for making trees with samples of trunks, leave textures and more! The pack has 25+ leaf textures, and a number of trunks and models. It also bundles with a chm (compiled html help) expailing tipas and stuff for making trees. Now available for download! Now go out there and make some tilesets!
http://http://www.mediafire.com/?jnqdr3tfmli

189
General discussion / Better pixmap support
« on: 11 December 2008, 15:45:22 »
Wouldn't it be nice for glest to support some better compression image types? Such as jpg when alpha is not needed, and 32 bit png when alpha is required? I know that partial transparency is only possible in tga, but still...

EDIT// I know a better alternative to tga! DDS! DDS or Direct Draw Surface files are the same as TGA but with better compression. Normally used for DirectX models, they should work for this too.
What do you think, should glest allow more image types?

190
Mods / Resurection of Ancient Tech Tree
« on: 10 December 2008, 15:53:29 »
A long time ago, I made my first faction. In fact, about the time I signed up my account. It was poorly made, with no new models, and very simple images. However, it works well, has four factions, and completely rewritten xmls. I never released it. Now I was thinking, would anyone like to play it. It is fun to play, and the cpu is very powerful.
Of course, I have played about 20 games, and it is pretty much balanced.
If I uploaed it, that will be the final. There will be no new models, no new factions, no updates. Nothing like that. Do you guys still want it?

(You've been warned) 8)

191
General discussion / Utilities needed to Compile Glest?
« on: 7 December 2008, 20:11:27 »
I've been wanting to compile Glest myself, and I was wondering what exactly I needed and where to download that. If this is posted elsewhere on the board, I appologize. I just don't have the time to look through thousands of posts.

The primary errors that seem to concern downloading a file are:
Code: [Select]
fatal error C1083: Cannot open include file: 'lua.hpp':
No such file or directory
c:\users\owner\documents\glest\source\shared_lib\include\lua\lua_script.h
Code: [Select]
fatal error C1083: Cannot open include file: 'glprocs.h':
No such file or directory
c:\users\owner\documents\glest\source\shared_lib\include\platform\win32\gl_wrap.h
Code: [Select]
fatal error C1083: Cannot open include file: 'xercesc/util/XercesDefs.hpp':
No such file or directory
c:\users\owner\documents\glest\source\shared_lib\include\xml\xml_parser.h

In case it's neccessary, I'm using MS VS C++ 2008. I just added the files from glest_game into Visual Studio and went into tools and linked directories into the shared lib section. Concerning glprocs.h, I'm not sure why that's ,issing, since it doesn't sound like a file one would need to download, but I checked my entire computer. No file.

Here's the HTML build log that VS generated:[attachment=0:5zfn2npf]BuildLog.zip[/attachment:5zfn2npf]

Any help appreciated. I only put in all the files from glest_game, not the shared_lib, though I linked the directories to the proper folders. Direct download links to files would be appreciated.

Lastly, what would be needed for map editor/g3d viewer? I believe you need some other things too... And what about GAE? I'd like to try debugging it, and maybe it'll work for me then. Does it need anything special?

Thanks!

192
General discussion / GAE and Vista (access violations galore!)
« on: 7 December 2008, 19:57:01 »
Once again, I tried to get gae to work, and once again, I got access violations. So I decided to try a few things.
First of all, I went and installed 3.1.2 on my desktop, and put gae 0.28 over top of that. I tried it, and on the bright side, it gave me the 'an error has ocurred and glest must close' bit without having to run as an admin to see that error like when I tried to use GAE in the program files.
Next, I tried to run it in command line. This is where things get interesting. This is the version that was installed on the desktop, since I don't know how to get the command line in vista to run something from program files. Program files has a space in its name, and even then, there's the fact that command line starts at C:users\owner> But when I tried to run GAE in the command line, I got a new error message: Cannot find property map ini or something like that. I checked, and the glestadv.ini was definately in the folder. I also noticed that Glest seems to use the ini located in app data instead, so that might be the problem.

Anyway to get around this? Does Glest have a way to NOT use App Data on Windows?

As a side note, I could try to use Linux (kubuntu) but I still don't have any idea how! I downloaded this http://http://www.titusgames.de/gae/glestadv-linux32-bin.0.2.9.tar.gz which was made by Titi, but I have no experience on anything linux related (except openoffice, which I use as my default word processor on windows vista, but even then, it looks better on Vista). How do I play/open/whatever these extensionless things?

Titi? Daniel? Orion? Anyone help!

193
Maps, tilesets and scenarios / Labyrinth -- RELEASED
« on: 1 December 2008, 04:11:26 »
I've done it (or to quote properly, still doing it).
I've created the ultimate mod/scenario. The Labyrinth is a maze with a back up story-line of its own. It features two short unplayable factions specifically for use in the scenario (unplayable due to the lack of buildings, upgrades and resources). You control a party of four players ripped off right from Final Fantasy: a swordsman, a white mage, a black mage, and a ranger. Controlling these four party members, RPG style, you must navigate the monster filled Labyrinth, which is basically a giant maze.
The AI's pathfinding troubles are used to ensure that the foes are random.

The Characters
  • Swordsman -- This swordsman boasts a large amount of health, with defense to boot. He is capable of saving up EP for his flare blade, which deals heavy damage!
  • Ranger -- The ranger is basically a powerful archer. He has less health than the swordsman, and is not as powerful, but is fast and lethal. His assassins arrow is an instant kill to all it hits.
  • Black Mage -- Taking his job class and spells from Final Fantasy, the black mage can cast three spells of varying damage: Fire, Fira, and Firaga. Each uses different EP amounts, has different power, and has different splash. The black mage has low defense and HP.
  • White Mage -- Also coming from Final Fantasy, the White Mage heals at high speeds. If you lose your white mage, you're as good as dead. He can also attack with a powerful Holy spell which deals HEAVY damage to a wide splash. This is actually the most important and powerful character.

The main enemy in this game is the Minotaur. Powerful enough to take out the entire party, you must be careful, for once you defeat him, you must work your way back through the maze to reach the Omega Mark. Once you destroy the Omega Mark and 'save' the world, you have won!

Pictures soon to come. Projected release date: within December (uncertain date)

Please post ideas, comments, etc;
[attachment=0:2n8xx5pk]labyrinth.jpg[/attachment:2n8xx5pk]

194
General discussion / Glest Ideas Compilation (reposted)
« on: 6 November 2008, 01:45:46 »
GLEST IDEAS COMPILATION

Now, the September board glinch whiped the board clear, with it, the Compilation. For those who don't know, this is a compilation of ideas to improve glest. This time around, I'm going to have a more organized post. This is not limited to Glest, but could be used for GAE (some functions may already be in GAE, I wouldn't know, since it won't work for me...) I don't have the original document, so this must be redone from scratch, I am aware I missed many things, so please repost them.

AI
This section concerns AI improvement and related AI issues.

1) Extra Attacks - AI in glest don't use any other attacks. (ie: Archmage's Statis Fire) This is unfair, especially for powerful attacks.

2) Regroup - The AI are often easy to defeat because they can be spaced very far apart. Having them regroup every 20 or so spaces could prevent this very well.

3) 'Smart' Splash - AI (either yours or the CPUs) often attack units, and can kill many of your own units with that splash. Units should be ranked in usefulness (in the xmls) and if the combined rank of the afflicted ally units is LESS than the combined rank of the enemy units, then the attack goes on. Other wise, the AI should check for other attacks, or not do the attack at all.

4) Unneccessary Buildings - AI often build many 'Upgrade-only' buildings, such as the Archmage Tower. A place in the XML should specify the max number of buildings that should be built.

5) Random Attack-Paths - When the enemy attacks you, they always take the same route. Taking a different route may be a good idea.

6) CPU Levels - Offering three different levels of CPU difficulty, easy (for beginners), normal (for normal players), and ultra (for advanced players) where the CPU doesn't just get a resource boost, but becomes smarter and is more likely to use better strategies.

7) Strategies - Having the CPU follow random strategies including: All out attack, attack workers/isolated units, attack from different directions, attack by surrounding and advancing, protecting ranged units with melee units, etc; These strategies make the AI tougher, and depending on the difficulty level, the AI could use better strategies for harder battles. (And more exciting)


Tilesets and Maps
This section concerns tilesets and maps, as well as the Map Creator.

8) XML Details - XMLs should have more options, including a way to pick the size of objects and add cellmaps. Also, allow custom weather effects (ie: sandstorm)

9) 3D Map Creator - An ideal map creator would have a 'Pick a Tileset' option, where you'd pick a tileset, and then be able to see the map in 3D. An alternative is a quick way to 'Preview the map in the game in a overhead view.

10) Undo - Add an 'undo/redo' command to the map maker. Many people make mistakes, and would want to undo those mistakes. Of course, if undo is added, so must redo.

11) Animation - Allow animation in tileset models. Nuf said.


Other
All other ideas.

12) Error Verification - When attemping to play glest, and there is an error, keep going and record ALL errors, not just the first one that is encountered. Maybe a seperate program that checks a techtree/faction for errors and makes a list of all errors.

13) AI Problem - Sometimes AI go wierd and just don't do anything. They would be normal, except that they would not harvest resources, and therefore, they soon become incapible of doing anything.

14) Command.xml - The CPU is very stupid at times, so this is my master idea: Program Glest so that it will check to see if there is a command.xml in the folder of each unit. If there isn't, Glest will just play that unit as normal, but if there is, a number of commands become available. The xml would have a number of places where you can tell Glest the purpose of the unit. There would be a number of boolean slots for defining the unit and such. Here is an example of what it could look like:
Code: [Select]
<command>
<purpose>
<scout="true"/>  -- Is the unit a scout
<attacker="true">  -- Can the unit attack
<location="front"/>  -- Location when attacking (back or front)
<gather-resource="true">  -- Can the unit gather resources
<stop-attacked="true"/>  -- Stop gathering if attacked
<stop-enemy="true"/>  -- Stop gathering if enemy sighted
<attack-priority="true"/>  -- Attack command overrides gather resource
<resource preference="1,2,3"/>  -- Resources prefered to gather (#)
<build="true">
<build-priority attack="true"/>  -- Attack override build
<build-priority resource="false"/>  -- Resource gathering override build
<build-priority scout="false"/>  -- Scout override build
<random purpose="true>
<influence attack="0.75"/>  -- chance of unit being geared toward attacker
<influence scout="0.05"/>  -- chance of unit being geared towards scout
<influence resource="0.2"/>  -- chance of unit being geared toward resources
</purpose>
<strategies>
<all-out="true"/>  -- strategies used
<defensive="false"/>
<surround="true"/>
<multi-route="true"/>
<workers="false"/>
<ambush="false"/>
<randomize="false"/>  -- randomize the strategies used
</strategies>
<information>
<unit-rank="6">  -- rank of usefulness (1-10)
<attack="8"/>  -- rank of attacking
<defense="6"/>  -- rank of defending
<gather="3"/>  -- rank of gathering resources
<scout="7"/>  -- rank of scouting
</unit-rank>
<regen="true">  -- can regen
<pull-back="15"/>  -- retreat if HP is less than this percent
</regen>
<multi attacks="true"> -- unit has more than one attack
<use="1">  -- attack # 1
<amount="90"/>  -- percentage of time to use attack
<use="2">  -- attack # 2
<amount="10"/>  -- percentage of time to use attack
</multi>
<flee="false"/> -- unit should flee if outstrengthed
<distant-ranged="true">  -- If target is out of range for normal attack, use ranged attack
<override-near="3"/> -- distance for foe to be before switching to close range attack
</distant-ranged>
</information>
</command>

15) Night Values - Increase stats at night (in xml)

16) Water Thirsts - Everyone's thirsty for a water field. While very limited on its own, a land to water unit (ie: hyrda) could travel through water and land. Allow water travel to have its own animation by making it a new command.

17) Suicide - Allow die to be a command, so that one can have a unit that can suicide on a single target. (mixed with an attack command) [Did you know: when you kill the wannabe suicide unit with an another one, the other unit will receive a kill? - @kukac@]


I'm missing a bunch, but feel free to add your own. (And the missing ones) as well as comment these!

BTW, does anyone know a good tutorial that explains gaming c++ coding? I know mathmatic c++ pretty good, but I'm having trouble finding tutorials that are useful for learning to program in glest. (or other c++ games)

195
General discussion / Glest Ideas Compilation (reposted)
« on: 6 November 2008, 01:45:07 »
GLEST IDEAS COMPILATION

Now, the September board glinch whiped the board clear, with it, the Compilation. For those who don't know, this is a compilation of ideas to improve glest. This time around, I'm going to have a more organized post. This is not limited to Glest, but could be used for GAE (some functions may already be in GAE, I wouldn't know, since it won't work for me...) I don't have the original document, so this must be redone from scratch, I am aware I missed many things, so please repost them.

AI
This section concerns AI improvement and related AI issues.

1) Extra Attacks - AI in glest don't use any other attacks. (ie: Archmage's Statis Fire) This is unfair, especially for powerful attacks.

2) Regroup - The AI are often easy to defeat because they can be spaced very far apart. Having them regroup every 20 or so spaces could prevent this very well.

3) 'Smart' Splash - AI (either yours or the CPUs) often attack units, and can kill many of your own units with that splash. Units should be ranked in usefulness (in the xmls) and if the combined rank of the afflicted ally units is LESS than the combined rank of the enemy units, then the attack goes on. Other wise, the AI should check for other attacks, or not do the attack at all.

4) Unneccessary Buildings - AI often build many 'Upgrade-only' buildings, such as the Archmage Tower. A place in the XML should specify the max number of buildings that should be built.

5) Random Attack-Paths - When the enemy attacks you, they always take the same route. Taking a different route may be a good idea.

6) CPU Levels - Offering three different levels of CPU difficulty, easy (for beginners), normal (for normal players), and ultra (for advanced players) where the CPU doesn't just get a resource boost, but becomes smarter and is more likely to use better strategies.

7) Strategies - Having the CPU follow random strategies including: All out attack, attack workers/isolated units, attack from different directions, attack by surrounding and advancing, protecting ranged units with melee units, etc; These strategies make the AI tougher, and depending on the difficulty level, the AI could use better strategies for harder battles. (And more exciting)


Tilesets and Maps
This section concerns tilesets and maps, as well as the Map Creator.

8) XML Details - XMLs should have more options, including a way to pick the size of objects and add cellmaps. Also, allow custom weather effects (ie: sandstorm)

9) 3D Map Creator - An ideal map creator would have a 'Pick a Tileset' option, where you'd pick a tileset, and then be able to see the map in 3D. An alternative is a quick way to 'Preview the map in the game in a overhead view.

10) Undo - Add an 'undo/redo' command to the map maker. Many people make mistakes, and would want to undo those mistakes. Of course, if undo is added, so must redo.

11) Animation - Allow animation in tileset models. Nuf said.


Other
All other ideas.

12) Error Verification - When attemping to play glest, and there is an error, keep going and record ALL errors, not just the first one that is encountered. Maybe a seperate program that checks a techtree/faction for errors and makes a list of all errors.

13) AI Problem - Sometimes AI go wierd and just don't do anything. They would be normal, except that they would not harvest resources, and therefore, they soon become incapible of doing anything.

14) Command.xml - The CPU is very stupid at times, so this is my master idea: Program Glest so that it will check to see if there is a command.xml in the folder of each unit. If there isn't, Glest will just play that unit as normal, but if there is, a number of commands become available. The xml would have a number of places where you can tell Glest the purpose of the unit. There would be a number of boolean slots for defining the unit and such. Here is an example of what it could look like:
Code: [Select]
<command>
<purpose>
<scout="true"/>  -- Is the unit a scout
<attacker="true">  -- Can the unit attack
<location="front"/>  -- Location when attacking (back or front)
<gather-resource="true">  -- Can the unit gather resources
<stop-attacked="true"/>  -- Stop gathering if attacked
<stop-enemy="true"/>  -- Stop gathering if enemy sighted
<attack-priority="true"/>  -- Attack command overrides gather resource
<resource preference="1,2,3"/>  -- Resources prefered to gather (#)
<build="true">
<build-priority attack="true"/>  -- Attack override build
<build-priority resource="false"/>  -- Resource gathering override build
<build-priority scout="false"/>  -- Scout override build
<random purpose="true>
<influence attack="0.75"/>  -- chance of unit being geared toward attacker
<influence scout="0.05"/>  -- chance of unit being geared towards scout
<influence resource="0.2"/>  -- chance of unit being geared toward resources
</purpose>
<strategies>
<all-out="true"/>  -- strategies used
<defensive="false"/>
<surround="true"/>
<multi-route="true"/>
<workers="false"/>
<ambush="false"/>
<randomize="false"/>  -- randomize the strategies used
</strategies>
<information>
<unit-rank="6">  -- rank of usefulness (1-10)
<attack="8"/>  -- rank of attacking
<defense="6"/>  -- rank of defending
<gather="3"/>  -- rank of gathering resources
<scout="7"/>  -- rank of scouting
</unit-rank>
<regen="true">  -- can regen
<pull-back="15"/>  -- retreat if HP is less than this percent
</regen>
<multi attacks="true"> -- unit has more than one attack
<use="1">  -- attack # 1
<amount="90"/>  -- percentage of time to use attack
<use="2">  -- attack # 2
<amount="10"/>  -- percentage of time to use attack
</multi>
<flee="false"/> -- unit should flee if outstrengthed
<distant-ranged="true">  -- If target is out of range for normal attack, use ranged attack
<override-near="3"/> -- distance for foe to be before switching to close range attack
</distant-ranged>
</information>
</command>

15) Night Values - Increase stats at night (in xml)

16) Water Thirsts - Everyone's thirsty for a water field. While very limited on its own, a land to water unit (ie: hyrda) could travel through water and land. Allow water travel to have its own animation by making it a new command.

17) Suicide - Allow die to be a command, so that one can have a unit that can suicide on a single target. (mixed with an attack command)


I'm missing a bunch, but feel free to add your own. (And the missing ones) as well as comment these!

BTW, does anyone know a good tutorial that explains gaming c++ coding? I know mathmatic c++ pretty good, but I'm having trouble finding tutorials that are useful for learning to program in glest. (or other c++ games)

196
General discussion / Happy Halloween with a new unit!
« on: 25 October 2008, 02:56:24 »
I've done it... I am now unleashing the seasonal models. For some major seasons, I will make units. I have made one for halloween, and need ideas for christmas (christmas ghost maybe?) and easter (preferalby something for tech) and maybe some other holidays. (a changable soldier for canada/usa's birthdays)

The Pumpkin Ghost is seen on this promotional video that I made on YouTube. Check it out at:
http://http://www.youtube.com/v/NPvqgAqkJRs
(I only just submitted the video, so it may not be viewable yet...)

The Pumpkin Ghost is for the magic faction. It can be summoned late in the game by the summoner (requires you to get an archmage first) it has an attack called pumpkin barrage that deals 250-350 damage on a single unit (impact style) and another energy style attack called halloween horrors which deals about 600 damage with 4 splash.

Enjoy the unit. You can download it here:
http://www.mediafire.com/?3ummyznyydj

I need ideas for a christmas unit too BTW.

COMMENT!
[attachment=0:es0jg55h]Pumpkin Ghost.png[/attachment:es0jg55h]

197
Mods / Icon Backgrounds--Available Downloads
« on: 20 October 2008, 01:48:21 »
I've made a number of icon backgrounds, great for mods. The first three are fixed up magitech icons from Braindead. I merely fixed up the low quality parts. The others are all made by me. ALl icons are 64x64 in 100% quality jpg. (Convert to bmp to use in glest) There is a total of 25 backgrounds.

Possible icons:
Tech Units: 02
Magic Units: 03
Future Units: 07 & 23
Military Units: 19
Icy Units: 21
Fiery Units: 14
Dark Magic: 18
Elf Units: 13 & 25
Sun Units: 09
Moon Units: 12
Dwarf Units: 20

My Underworld faction will use icon 17.

Download the zip with all the files here:
[attachment=0:23bxrxbq]icon backgrounds.zip[/attachment:23bxrxbq]

Preview of the files:
[attachment=1:23bxrxbq]icons.jpg[/attachment:23bxrxbq]

198
General discussion / Animation Woes
« on: 4 October 2008, 15:09:26 »
When animating with some models, and you say, have the arm pointing straight out from the center of the body and move it up when animating with bones, the triangles move rather than stretch and end up with spaceless areas that look really bad.

Any ways to fix this?

Also, I heard this before, but not sure where, how do we make a explode animation, since blenders particles don't appear to work in glest?

199
General discussion / Glest Guide -- New domain: glestguide.co.cc
« on: 4 October 2008, 14:50:07 »
Glest Guide v5: Now Released!

Well, it's finally up, and the new domain is http://glestguide.co.cc/

Note, of course, that it's not without flaw. This is just temporary hosting until I can get a commercial host, and will only allow 2k viewers a month... Still, it'll do for now. 110mb still hasn't replied to my appeal, so I've left them forever :|.

More information can be found at:
http://glestguide.co.cc/archives/7kr0uj190b.php

Note:
Due to server changes and permission changes, please report ANY errors or oddities you encounter (though don't report outdated information, that'll be changed soon). Noting that at the moment, the archive articles (including the one above) have a faulty CSS link and look funny. That is being fixed, once my FTP client finishes cycling through all the permissions... Fixed. No known errors.



Changelog for v5:
-Stylesheet and images were overhauled to create a new "theme", which resembles the Glest Board's default
-Archives now use a WYSIWYG editor instead of the proposed BBCode one
-MDC can now edit the existing mods
-MDC can also create new mods
-MDC has a "mod of the month" area. starting with the megapack of course
-Site is now IE compatible in all the pages, fixing the bug with fixed content
-All pages are declared as XHTML v1 Transitional
-MegaGlest Page added
-GAE page brought up to date
-MegaGlest button is added to main page
-Page that lets you change the version numbers of GAE and MG available (NOTE TO SELF: Give GAE/MG teams link)
-Added GAE functions to Lua page
-Updated the map editor page so its for the Mega Glest Map Editor
-Fixed some errors in the XMLs
-Improved the strategies page
-Fixed broken images in magitech page
-Fixed numerous things that were broken from theme change
-Updated several pages to keep them up-to-date, or to reword better
-Numerous smaller changes

200
General discussion / linux noob
« on: 4 October 2008, 03:37:55 »
I downloaded a precompiled GAE for linux, and I'm using kubuntu. No experience.

How do I play extensionless (no extension) and bin files in linux? Fast responses appreciated!

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