Author Topic: Walls?  (Read 43745 times)

Doomcookie

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Walls?
« on: 9 June 2007, 00:34:40 »
How about adding walls?
A primary type of defense in most RTS

Like you can choose how wide its gonna be and it only cost stone and maybe putting archers on the walls so they can just shoot at the attacking enemy
« Last Edit: 1 January 1970, 00:00:00 by Doomcookie »

kwoww

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« Reply #1 on: 3 July 2007, 14:51:10 »
I just started playing Glest and I noticed this, too.

Maybe an enterprising person who knows something about rendering graphics could whip some up.
« Last Edit: 1 January 1970, 00:00:00 by kwoww »

andyglest

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« Reply #2 on: 3 July 2007, 15:14:42 »
hm, i can make walls in SketchUp! but, i need a programmer again!
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

DemiGod

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« Reply #3 on: 4 July 2007, 17:19:49 »
I'd be willing to help there
« Last Edit: 1 January 1970, 00:00:00 by DemiGod »

andyglest

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« Reply #4 on: 4 July 2007, 18:53:23 »
Quote from: "DemiGod"
I'd be willing to help there


are you expert in programming?
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

DemiGod

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« Reply #5 on: 4 July 2007, 19:03:26 »
No , but i am getting there. For now I am doing IT and computer sciences at high school.
« Last Edit: 1 January 1970, 00:00:00 by DemiGod »

jbr

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« Reply #6 on: 5 July 2007, 18:21:24 »
Umm... Don't we already have walls? The dead tree object acts as a wall to any land unit? Just make a tileset where the model for the dead tree object that is a solid block, that'll look like a wall!
« Last Edit: 1 January 1970, 00:00:00 by jbr »

andyglest

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« Reply #7 on: 5 July 2007, 18:33:03 »
no. because dead tree is object on map and cannot be builded by factions.
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

jbr

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« Reply #8 on: 5 July 2007, 18:40:26 »
OOH, i thought you meant it to be a map object! Ok, then it is very simple, make a blocky object and give it a special armor type that receives 0% damage from every attack type! It would be a pain to build though, because you would have to line them all up perfectly! We could just make different length ones for that though, eg. build a 1 space, 5 space, or 10 space long wall...
« Last Edit: 1 January 1970, 00:00:00 by jbr »

andyglest

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« Reply #9 on: 5 July 2007, 18:47:31 »
Quote from: "jbr"
We could just make different length ones for that though, eg. build a 1 space, 5 space, or 10 space long wall...

agree!

but maybe we should make a receiving damage just have, hm.. 50000 HP so it can be destroyed, but hard
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

jbr

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« Reply #10 on: 7 July 2007, 00:15:33 »
You're right, a high HP is better because someone could create a mod like the pikeman mod that uses a completely new weapon type in the tech tree xml file, and would therefore not be affected by the 0% damage setting.
« Last Edit: 1 January 1970, 00:00:00 by jbr »

@kukac@

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topic
« Reply #11 on: 7 July 2007, 07:09:41 »
wall vs catapults
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #12 on: 7 July 2007, 12:05:41 »
Quote from: "@kukac@"
wall vs catapults

that too! RainCT wrote an idea on his site about ability that people get into buildings (future development). When playing with walls, map that have a lot of trees will be useful.

1 are trees, -- is land, X is starting position
Code: [Select]
11111
11111
1------
1--X---1
1------11
1111111111

on this map it is only one wall needed, but then, none of them can't get out!! and then we must have doors to get out

O is wall, 8 is wall with doors
Code: [Select]
11111
11111O
1-----8
1--X---1
1------11
1111111111

when playing on open area it should look like this, when a player is surrounded with walls:

Code: [Select]
---------
-OOO8OOO-
-O-----O-
-O--X--O-
-O-----O-
-OOOOOOO-
---------


i hope you get what i mean.
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

@kukac@

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topic
« Reply #13 on: 7 July 2007, 12:32:49 »
i didnt meant that you cant get out, but if the walls have many HP, then the catapults/other siege weapons could have more damage against it.

also, your idea is good. the 0 walls are quite easy to make, and the 8 walls could be something like the castles (so you can go inside of it). the problem with this, that the enemy can cross these "open" points too. there is also the rotating problem, what makes hard to build it in specific places. also, it has not much use against the flying units, but why are the tower of souls? which faction will have this wall?
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #14 on: 7 July 2007, 12:52:06 »
i think these walls should be for tech. tech have tower of souls too - technicians' air ballista. magic could have some energy field so its hard to get in. in this case, it will be different building. here, it should be something like this:

O's are some kind of towers that makes energy between them
Code: [Select]
---------
-O-----O-
---------
----X----
---------
-O-----O-
---------

and then, energy (+) will be like this:
Code: [Select]
---------
-O+++++O-
-+-----+-
-+--X--+-
-+-----+-
-O+++++O-
---------
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

@kukac@

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topic
« Reply #15 on: 7 July 2007, 12:59:23 »
and what about, if you build your towers like this:

Code: [Select]
-------0-------
---0-----0----0-----
-----0-----0----0-----
----X----0-----0----0---
-------0------0---
------0-----0------0-


how would be the wall built in this case?
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #16 on: 7 July 2007, 13:04:11 »
wow! i have no idea. that towers are magic that create energy walls between towers, and they shouldn't be built like that.
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

@kukac@

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topic
« Reply #17 on: 7 July 2007, 13:12:21 »
something else

Code: [Select]
0-----------0
-------------
------X-----
-------------
0-----------0

as
Code: [Select]
0++++++0
+-+-+-+
+-+X+-+
+-+-+-+
0++++++0
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #18 on: 7 July 2007, 13:14:09 »
didnt understand. how did u get that walls?
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

@kukac@

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topic
« Reply #19 on: 7 July 2007, 13:15:30 »
something else: if the magic would have energy barriers (and what would indians have?), their wall could be placed in land and air.

      <fields>
         <field value="land; air" />
      </fields>
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

@kukac@

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topic
« Reply #20 on: 7 July 2007, 13:16:55 »
0....................0
.......................
.......................
.......................
.......................
0....................0

walls

0++++++++0
+....+.....+....+
+........+.......+
+....+......+...+
0++++++++0

see? simple
« Last Edit: 7 July 2007, 13:18:36 by @kukac@ »

andyglest

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« Reply #21 on: 7 July 2007, 13:17:42 »
good idea! maybe it will be some upgrade - research aerial energy so then that walls can defend air too.
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

andyglest

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« Reply #22 on: 7 July 2007, 13:21:44 »
you mean - energy wall is made between ALL walls??

Code: [Select]
O+++++++O
++.....++
+.+...+.+
+..+.+..+
+...+...+
+..+.+..+
+.+...+.+
++.....++
O+++++++O



[yes. it will make more problems, if they are far away from each other (other end of the map) - @kukac@]
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

andyglest

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« Reply #23 on: 7 July 2007, 13:30:18 »
got it. maybe we can make some orders with connecting?

[you think: click on the tower, make energy field, and click on an other tower to make the energy wall between them? - @kukac@]

[[yea. something like that. or click on one, ond then commant to connect with the other one like meeting point]]

[and what happens if i click on a different unit? it would be hard if i make a wall between a daemon and a tower ;) . modern combat tactic: make a wall between the tower and a fast unit, and make a large circle around the whole map! - @kukac@]
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

andyglest

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« Reply #24 on: 7 July 2007, 13:40:24 »
:lol: he will shear everything on map
« Last Edit: 1 January 1970, 00:00:00 by andyglest »