Poll

Which race/tileset should be the next?

a new race robots ( this is good, because robots don't have to move very naturally whats good for my animation skills ;-) )
4 (15.4%)
a new tileset  "after war" ( tilesets show big effects, are easier than races and can be released soon so it is good for a new team )
2 (7.7%)
a new race aliens ( you can be very creative here :) )
4 (15.4%)
a new race wild africans ( it's not easy, but it would be nice to fight against indians :) )
1 (3.8%)
a new race vikings
12 (46.2%)
a new race insects   I just saw some ants and bugs here in the forum ;-), we need bees and grasshoppers and .... but it will not be easy to model those things
1 (3.8%)
an under water tileset
1 (3.8%)
a desert/savannah tileset
0 (0%)
something else, see my comment
1 (3.8%)

Total Members Voted: 3

Voting closed: 31 May 2007, 16:20:50

Author Topic: What comes next?  (Read 11672 times)

titi

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What comes next?
« on: 31 May 2007, 16:20:50 »
Hi,
The indinas are nearly finished, so I asked myself what will I do next? A new race ? A new tileset?
Please vote for my current ideas.


I hope me and my sons are not on our own next time.
If you want to help us mail to:
info at titusgames.de
« Last Edit: 1 January 1970, 00:00:00 by titi »
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weedkiller

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« Reply #1 on: 31 May 2007, 17:17:26 »
are you kidding ?!
Of course you are not on your own ;) )
...

OK, my vote is: VIKINGS! like the normans from age of mythology or rohan in lord of the rings.

EDIT:
i always prefer a to-do-list. you could show a techtree and everyone can also contribute new units. well, at the end some set has to be choosen but i am not frightend about an "overflow" of units ;)
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

firedeathbot

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Re: What comes next?
« Reply #2 on: 31 May 2007, 19:32:38 »
I'm moddeling a grasshopper, dragonfly, and a few other bugs,
i'm also working on a wasteland tileset.

And i tip the scale to vikings!
« Last Edit: 1 January 1970, 00:00:00 by firedeathbot »
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firedeathbot

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« Reply #3 on: 1 June 2007, 00:26:55 »
for viking units,

have the norse god Odin as the best unit kindof like a daemon_giant,
for units you can have

bards(mage summons birds to use for scouting)
berserker(armored swordman basically)
a thrall was a viking slave so make it a worker,
they had warchiefs so make that what a unit gets when it gets 8 kills and when it gets 12 make it a battlemaster!

i'll do some XML and maybe post an early screen?


also we should do Jotuns " a race of mystacle trools in Norse legends"
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titi

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« Reply #4 on: 1 June 2007, 08:59:30 »
First let us wait a while (1 week??) for the results before we decide what we do.

After this week:
When we created the indians the first thing we have done was to create
a tech-tree for the new race. This was done on a paper :):):):)
« Last Edit: 1 January 1970, 00:00:00 by titi »
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weedkiller

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« Reply #5 on: 1 June 2007, 09:25:54 »
jep, i agree.
-the wiki can be changed by everyone, or is a special registration needed?
-the techtree should already concern balancing, for example what shell be the strength against mage/tech/indians, what are weakeness.
So the units must be welldesign to fit into this all(of course, what a stupid statement;) ).

I havend focused on AI till now, can you give some advice and description (only basics, i will see strough the xml-stuff; it is xml, right?)
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

titi

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« Reply #6 on: 1 June 2007, 11:47:48 »
The behaviour of the AI can not be effected directly!
You'll never know exactly what AI's will do. For example my housing ressource. I thought that the KI will build a lot of tents when housing gets rare, but it didn't. It's better to build a strait hirachical tech tree. That's what the AI wants and is created for.
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firedeathbot

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« Reply #7 on: 1 June 2007, 12:22:48 »
ok how bout this

homestead makes----thrall
citadel makes -------archer+berserker
and have them have food but i dont think viking cared about food or horses, but i think they liked mutton(pig meat)!
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titi

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« Reply #8 on: 3 June 2007, 20:08:44 »
I have studied some things about the vikings.
Their main part in the history is based on their ships, but in glest we have no ships. That's why I still think robots would be better for our new project.

But I looked ab bit at the mythologies of the vikings and found some interisting things about walhalla. This is a place which only can be arrived when you die in a battle. The building is described very detailed, so we can create it :-)
But let's see what we will do.
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weedkiller

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« Reply #9 on: 4 June 2007, 08:06:49 »
well, we can start with vikings and if we finish or fail, we can focus on robots ;)

We must create a new ressource like housing but it should be invisible. then we must be able to set its value after the god died... you could start with ressource = 1 and if the produced god dies (or just when he is produced) this ressource value is needed (and afterwards its =0).

I think this is the best solution till now.
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

globsfer

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« Reply #10 on: 4 June 2007, 08:12:07 »
guess the simplest thing is to wait for heroes and ships in the next versions
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weedkiller

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« Reply #11 on: 4 June 2007, 08:20:46 »
you done't have a date for this version coming out?
well, you should now this can take some time. to my mind its ok with these "tricks", they arent too difficult (when they work, well the trying costs time, right).
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

titi

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« Reply #12 on: 4 June 2007, 08:24:33 »
Quote
or you get only one "morphunit" like a priest as a startuntit, which can be turned once in a god.


thats a good idea!

We can make some statue-buildings which can be morphed into a real unit :) when the techlevel is reached. Yes thats really a good idea! By this we can combine the simple viking life with the viking god life!

Ok now you convinced me a bit more for the vikings. Let's hope the AI will
know how to use those upgrade things ....
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weedkiller

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« Reply #13 on: 4 June 2007, 09:36:40 »
im glad that i could "convert you"  :lol:
ok, concerning the ai, i try to understand its behaviour from the sourcecode. (as you can see in the new topic by me ;)). well this needs some time, but i already discovered that it works quite generally. there are "rules", for example the ai longs for a save basis(defence). this is done by having at lest 7 (and maximum ~32 or so) units at the base.
also there are rutines that search for needed ressources. i still have not undestood the workingconditions(how it comes to an decision that "food" is needed), but i might get behind it some day.
than we could quite figure out how a ai behaves according to a techtree. as far as i see there is no calculation of strength (of the units) but they just use numbers. but there must be conditions so it produces "higher" units like "horseman". i will search for this...
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firedeathbot

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« Reply #14 on: 4 June 2007, 12:25:43 »
Quote from: "weedkiller"
well, we can start with vikings and if we finish or fail, we can focus on robots ;)

We must create a new ressource like housing but it should be invisible. then we must be able to set its value after the god died... you could start with ressource = 1 and if the produced god dies (or just when he is produced) this ressource value is needed (and afterwards its =0).

I think this is the best solution till now.


good idea!
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titi

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« Reply #15 on: 4 June 2007, 12:59:03 »
@weedkiller: youre looking at the source code? Let's do that after the vkings!
I'm also curious , but at the moment I keep my focus on using glest.
Lets do real coding after this :) )

At the moment I am programming usually in Java but in former times I was a very good c-programmer ( but I forgot a lot :-/ ).
C++ will be something new for me, but I learned so many programming languages and assemblers in my career, I will also ride the glest code :) .
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weedkiller

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« Reply #16 on: 4 June 2007, 16:12:59 »
GREAT, someone professional  :D
ok, the hint "after vikings" is quite natural because it will be much easier for me to contribute to the vikings-mod than finding any way to get the source edited...
my programming abilities aren't too impressive and i have only few things whitch i could mention as success (well, at least the exporter. but thats only little scripting)

so i agree with that. are you working on the techtree? should we make one?
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

titi

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« Reply #17 on: 5 June 2007, 10:08:19 »
No, I think we should only produce a new race for "magitech"
I'm still working a bit on my indians, but If you want, let's start the vikings.

here is the wiki to coordinate our delepment:
http://http://glest.wikia.com/wiki/Vikings

I hope you all know how to use it ...
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rudravishnu

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« Reply #18 on: 5 June 2007, 14:45:30 »
new race of viking :?:  :?:  :?:  :?:  :D  :D  :D congrats and keep working on more projects[/quote]
« Last Edit: 1 January 1970, 00:00:00 by rudravishnu »

titi

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« Reply #19 on: 5 June 2007, 19:05:46 »
that's what I say, vikings are not glest usable yet.
But!:
We will build something north man mythes like with vikings in it.( without ships :( )
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titi

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« Reply #20 on: 18 June 2007, 21:43:17 »
I am working on the first buildings now
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weedkiller

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« Reply #21 on: 19 June 2007, 08:04:16 »
great.
i wasn't able to contribute some time since my i-net was destroied by a lightning and the repairing needed time.
I hate my location! everywhere else you don't need to unplug the phone when lightnings come ...
« Last Edit: 1 January 1970, 00:00:00 by weedkiller »

jbr

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« Reply #22 on: 21 June 2007, 20:47:05 »
Having read all the posts in this topic, it seems like the lack of ships and water units is your main problem. I was thinking: What if you made a unit that looked like a boat that was an air unit? You could set the origin of the unit like ten feet above the base, so that it is as if it is 'hanging' from the air, but suspended over the water. The biggest problem with that would be that it could also travel over land and pass through any obstacle that wasn't in the air.

It might still be worth a try, at least until water units are implemented :)
« Last Edit: 1 January 1970, 00:00:00 by jbr »

titi

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« Reply #23 on: 26 June 2007, 08:10:53 »
It will not work!

As you said it will travel on land. Another problem with this low model trick is, that shots will not hit the model, because the shots will go to the centerpoint of the model. If there is no collision with the model, there is no hit!
I know this from a problem in the v0.9 indian version where  the thunderbirds shot was too fast on newer machines, so there was no real collision of the shot and the model.
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andyglest

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« Reply #24 on: 26 June 2007, 22:23:01 »
i have some ideas for aliens (i should put this on development board) i had more things on my mind, when i recur il write that


food/energy is acid

Workers and fighters:
that should be aliens of different type

other units:
moving acid (like cow and pig)
toxic acid (defence like golem)

researching:
toxic acid
star ships
blue fire (for fighting)

buildings:
base (main building like castle and mage tower)
acid factory (like farm, but this can produce acid for food and for defence)
alien producer

etc.


http://http://www.glest.org/glest_board/viewtopic.php?t=2445
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

 

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