Recent Posts

Pages: 1 ... 5 6 7 8 [9] 10
81
MegaGlest / Re: Happy 10th birthday MegaGlest
« Last post by titi on 2 July 2020, 10:18:25 »
 ;D
82
MegaGlest / Happy 10th birthday MegaGlest
« Last post by kagu on 1 July 2020, 19:05:18 »
A bit late but Happy Birthday

83
Mods / Re: Paper War
« Last post by andy_5995 on 11 June 2020, 23:02:35 »
Thanks Andy.

That's my bad about the versions, when my friends join, they download the updated version by joining the game, it does it automatically but for some reason the file has to be called different for it to download, it wont do it if it's the same name from the last download, I guess I just used those files for the git. Should I change it back or will it make it worse for you guys?

Yeah, better to change it back.

Quote
Also by your request andy, I added in the upgrades for different weapons and armor types In the blacksmith. What did you think?

I haven't tried them yet.

Quote
As for the pencil drawing the units, I'm not sure if I will change that.. kinda fits the theme more also it makes the game different  then other rts. Only having one builder, gives everyone the same opportunity. I was also never that big of a fan of people making like a bunch of barracks just to spam out tons of units at one time, to me that doesn't look authentic to a "kingdom" and to me just silly... although this might just be a pet peeve I have..

I get the meeting point deal tho.. having units go straight to work does help a bunch, I was just trying to think if a new way of playing,  that the look of the game is not the only unique thing about it but also a refreshing  play style.. not sure I've made up my mind on it.

Well, one of the main parts of gameplay with an RTS game like MegaGlest is to get as many resources as you can and produce as many units as you can. There could be ways to prevent barracks spam, such as having a very fast production time for units. The Assault Command mod by Ishmaru does this. A player starts with only 2 barracks and can't build any more.

To fit the theme, another option may be to add a small pencil to the barracks, castle, and siege building model. The pencil would be motionless,  "attached" or very close to the building. When they are producing, the production animation for it would have the pencil drawing.
84
Mods / Re: Paper War
« Last post by alexgbright on 8 June 2020, 14:00:09 »
Thanks Andy.

That's my bad about the versions, when my friends join, they download the updated version by joining the game, it does it automatically but for some reason the file has to be called different for it to download, it wont do it if it's the same name from the last download, I guess I just used those files for the git. Should I change it back or will it make it worse for you guys?

Still learning all this..

I'll change the speed of the units, when I first started the project, I had small maps in mind, but now I see its better if I up the speed

I had the battering rams in mind but didn't know if I was going to safe it for a different faction, but I also don't see why the human s can't be able to use both the catapult (range) and the the battering  ram (melee) for siege.

Also by your request andy, I added in the upgrades for different weapons and armor types In the blacksmith. What did you think?

As for the pencil drawing the units, I'm not sure if I will change that.. kinda fits the theme more also it makes the game different  then other rts. Only having one builder, gives everyone the same opportunity. I was also never that big of a fan of people making like a bunch of barracks just to spam out tons of units at one time, to me that doesn't look authentic to a "kingdom" and to me just silly... although this might just be a pet peeve I have..

I get the meeting point deal tho.. having units go straight to work does help a bunch, I was just trying to think if a new way of playing,  that the look of the game is not the only unique thing about it but also a refreshing  play style.. not sure I've made up my mind on it.

As always thanks for the feedback, it really helps
85
Mods / Re: Paper War
« Last post by andy_5995 on 8 June 2020, 03:39:45 »
I got a chance to try out the changes a little.

I think the pencil is already valuable enough, and the buildings should produce the units. In a perfect world, the pencil would draw everything, but when units can be produced from buildings, then a meeting point can be set. For example, probably the most important, we always set the meeting point for the castle to the gold. That way, workers will automatically go to gold and start mining immediately.

And the meeting point for combat units is often set to a common location. Either near the battle or at least all in one place.

Everyone who I've played this with, including myself, feel the units move too slowly. There's no specs to say how fast units should move, but on average about the same speed as the other MegaPack factions, I'd say.

I like the idea of a siege workshop. Do you plan to add a battering ram?

The new animations are good too.

As for versioning, you don't want to change version info within your repo. I mean.. yes, include it in the docs, the Changelog as necessary, but not directories. If you want to create a release, use the releases link on the repo home page. Try it with a practice repo first though.

Basically renaming directories for different versions is extra unnecessary work. On my end, I had to change the links pointing to the tech tree. Because right now we're testing the git version, no versioning is really necessary. I'd say the best time to issue a release, even a release for testing, is when you want more widespread testing. If at some point you run into someone who wants to test but doesn't know how to use git and doesn't want to use it, then a versioned release would be for them. But again, create it using the "releases" link without changing directory names.

Good luck!
86
Mods / Re: [question] Custom mod does not work in network game
« Last post by andy_5995 on 6 June 2020, 22:47:05 »
Yeah, that's right
87
Mods / Re: Paper War
« Last post by alexgbright on 6 June 2020, 21:49:23 »
updated it at github.

I changed the strategy some by having the pencil draw everything that's needed, even the units. you still need to draw a blacksmith and a barracks to enable them to be drawn but it all goes thru the pencil, by doing this, it makes your pencil even more valuable and the last thing you want destroyed.

added housing.

added a siege workshop building for siege units

changed the animation of the units construction building, i did this to make it look even more like the building is being drawn.

i hope you guys check it out and let me know what y'all think

88
MegaGlest / Re: Big maps.
« Last post by Ishmaru on 30 May 2020, 14:52:09 »
big maps are big requirements for your pc i guess. the bigger the map, the more it loads, the more it loads, the slower it is :D empty or not empty its still big.
thats my guess at least im no expert

Simple answer yes, if you want a more Thorough explanation.  Is that maps can only be made in powers of 2, meaning the resource requirements double with each increase, and the baseline is already quite high. Average map size is 128 with the largest being 256, which is already straining on older machines. the next possible size up is 512 and the very next possible size after that is 1024 (4x size of the biggest maps seen). It gets out of hand very quickly. Glest just wasn't built for that scale.
89
Tools / Re: blender 2.8 - g3d exporter no longer possible ?
« Last post by titi on 22 May 2020, 22:52:09 »
Blender 2.8 has a completly changed internal API. Thats why it does not work. Jammy is working on it atm. A problem is, that the blender guys did not update their API-Description yet, so its hard to do.
Jammy said the exporter needs a complete rewrite as everything works different now. I bet we are not the only ones affected.

Meanwhile use blender 2.79. the last working version.
90
Mods / Re: Paper War
« Last post by alexgbright on 19 May 2020, 07:37:04 »
Thanks Andy!
you are always a big help! will be looking into this, and ask if i run into problems ;D
Pages: 1 ... 5 6 7 8 [9] 10