Author Topic: Walls?  (Read 43672 times)

@kukac@

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« Reply #25 on: 7 July 2007, 17:29:31 »
oaah one more thing! the gates! how would you make the gates? or the magic units can cross that barrier? and how will the other players destroy that wall?
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #26 on: 7 July 2007, 18:23:22 »
there is no gates! magic armors can pass trough own energy walls, and the other units can't! to allow other units to pass, you have to turn off towers on few seconds (before they get out) to turn of/on all towers, click on mage tower and press Turn on/off magic towers. In library you can research "magic passage" and then deamons, battlemages, archmages and dragons can pass too! but still for sumonner and initiate must be turned off. and to destroy magic wall you can do two things: attack tower, witch is easier to destroy, or attack energy wall that receives damage but cannot be destroyed- some of damage received goes to towers, but attacking towers is better (if you can get to towers).

that is my imagination!

il post this idea on my blog in next few days so when we collect all this ideas for walls we can start developing it! who's interested? (except me!) :D
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

@kukac@

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« Reply #27 on: 7 July 2007, 18:46:29 »
and how do you want to code it in XML? <skill>go through walls</skill>?
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #28 on: 7 July 2007, 18:54:31 »
:D  :O it will probably be something like that. i don't see any other solution
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

@kukac@

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« Reply #29 on: 7 July 2007, 19:07:13 »
im afraid it cant be happen this way.

and the enemy could pass your barrier if she/he researches that upgrade too?
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #30 on: 7 July 2007, 19:19:16 »
Quote from: "@kukac@"
and the enemy could pass your barrier if she/he researches that upgrade too?

is supposed not to...

BTW i added you to my google talk, did u saw it?
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

@kukac@

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« Reply #31 on: 7 July 2007, 20:15:27 »
nope, i didnt saw it. i still cant see it.
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #32 on: 7 July 2007, 20:23:00 »
Quote from: "@kukac@"
nope, i didnt saw it. i still cant see it.


i added that mail in my contacts (of course AT as @)

(WOW i am archmage now!)
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

@kukac@

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« Reply #33 on: 7 July 2007, 20:38:29 »
yes its me, but i cannot see you

(no)
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #34 on: 7 July 2007, 20:54:21 »
:twisted:

are you sure you are loged in into google talk?
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

andyglest

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« Reply #35 on: 9 July 2007, 22:02:32 »
@kukac@ have made walls modifying the defense tower's xml. after that i modified it so worker can repair it.

click here for more info:
http://andy0101-glest.blogspot.com/

here for info about repairing walls:
http://andy0101-glest.blogspot.com/

here for info about changing g3d model of wall:
http://andy0101-glest.blogspot.com/

here to download wall:
http://andy0101-glest.blogspot.com/

and here to download worker that can build and repair walls:
http://andy0101-glest.blogspot.com/

or click here for all of that:
http://andy0101-glest.blogspot.com/
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

doctor_subtilis

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« Reply #36 on: 10 July 2007, 03:44:31 »
with walls i think that they should be built in multiples so as to prevent any silly walls.  what I mean is that when you use a worker to build a wall, you click the start of the wall and then click the end of that wall.

first click...

000000000000000
000000000000000
000010000000000
000000000000000
000000000000000
000000000000000

second click...

000000000000000
000000000000000
000011111111000
000000000000000
000000000000000
000000000000000

the energy walls could act differently.  you can build nodes that sit around the map.  click on a node and then you can select the next node that the energy will connect to

first node built...

000000000000000
000000000000000
000010000000000
000000000000000
000000000000000
000000000000000

second node built

000000000000000
000000000000000
000000000020000
000000000000000
000000000000000
000000000000000

select first node and target second node for wall

000000000000000
000000000000000
00001*****20000
000000000000000
000000000000000
000000000000000

the thing about the energy walls is that they are efficient and low cost since you don't have to build every place that the wall exists.  but the problem with them is that one node can be attacked and destroyed and then each energy wall connecting to that node will be broken...allowing swarms of enemies to come in.
« Last Edit: 1 January 1970, 00:00:00 by doctor_subtilis »

@kukac@

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« Reply #37 on: 10 July 2007, 07:59:39 »
and how do you want to code it?
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

titi

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« Reply #38 on: 10 July 2007, 11:27:38 »
Her is my idea for walls:

- A "wall" is made of many segments with size=1
- every wall segment is its own model
- a wall model has the size of one glest unit ( filling the size=1 ).
- you build one wall segment next to another to build a wall.

By this you can build walls only by modifying the .xml-files and adding a new  wall segment model. You can repair every segment .
You can try by using the stones model for example and you will be able to build a "wall" of stones.

But I think the AI will never use it the way it's meant!
« Last Edit: 1 January 1970, 00:00:00 by titi »
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@kukac@

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« Reply #39 on: 10 July 2007, 11:44:22 »
Quote from: "titi"
- you build one wall segment next to another to build a wall.


and how do you imagined in XML?  ::)
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

andyglest

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« Reply #40 on: 10 July 2007, 13:16:08 »
hey, study our source code before posting that idea! glest can't make such things (witch [i think the word you are searching is the which - @kukac@] make him different than other non-free games - but i don't say it is bad - glest is a great game :(

here r that walls, it is only way to make it:
Code: [Select]
XX..XXXXXX..XXXXXXXXXX
XX..XXXXXX..XXXXXXXXXX


and we don't want to make glest into some commercial junk, right? its good this way. and that is the one of attributes that we don't want to loose. there is no such game as glest anymore. we are happy with this qualities of graphic, sound and everything other. here and there we make some mod or tileset, but i don't thing we need to change anything but repairing some bugs.
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

andyglest

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« Reply #41 on: 10 July 2007, 13:20:34 »
Quote from: "doctor_subtilis"
the thing about the energy walls is that they are efficient and low cost since you don't have to build every place that the wall exists.  but the problem with them is that one node can be attacked and destroyed and then each energy wall connecting to that node will be broken...allowing swarms of enemies to come in.

i imagined it a bit differently. it will be a lot of money and hard to build these towers, and they will have more hp than regular walls in tech.
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

titi

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« Reply #42 on: 10 July 2007, 15:43:26 »
« Last Edit: 1 January 1970, 00:00:00 by titi »
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andyglest

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« Reply #43 on: 10 July 2007, 16:41:51 »
it looks nice!
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

@kukac@

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« Reply #44 on: 10 July 2007, 19:19:13 »
hey titi! is that possible to evolve the walls into stone walls? i know its working with units, (daemon giant) i tried to do it to other buildings, but i couldnt do it...

have you ever tried to build a wall near a castle, or a defence tower? and bring an air unit above it...
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

titi

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« Reply #45 on: 10 July 2007, 20:55:28 »
Yes it is possible to evolve to stone walls, but you have to "morph" every single wall element. The say it in glest xml words:
you morph a unit into another unit.


wall and castle:
No I didn't tried anything yet ,, If it's not close enough to the castle or something like this, it's because the castle has probabaly a big size ( see the green circle when selected )

wall and air units
Is the model too high? If it is in the air units it's  too high, I can lower it a bit then.

These walls are a good idea, but as I said before, you wil never see the AI use it the right way. Thats the reason why I never used something like this.
« Last Edit: 1 January 1970, 00:00:00 by titi »
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andyglest

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« Reply #46 on: 10 July 2007, 21:42:50 »
no! model can be 200 meters long, but air units still can pass. that is because u did not modify xml file to be placed on air too (see line 19 in wall xml)

here is from line 19:
Code: [Select]
<fields>
<field value="land"/>
</fields>

if u want that wall protects from air units too, modify to this:
Code: [Select]
<fields>
<field value="land"/>
<field value="air"/>
</fields>
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

andyglest

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« Reply #47 on: 10 July 2007, 21:51:28 »
Quote from: "titi"
wall and castle:
No I didn't tried anything yet ,, If it's not close enough to the castle or something like this, it's because the castle has probabaly a big size ( see the green circle when selected )

your wall is 1x1, defense tower and old wall is 2x2, castle is 5x5, other buildings are usually 4x4

Quote from: "titi"
as I said before, you will never see the AI use it the right way.


exactly! AI don't know what is it for, so it will not build around empire, but inside empire as all other buildings.

and why did u remove reqs.? and why did u set so small HP? and why did u increase gold and wood reqs.?

and here is your problem:

worker must build from left-up of building. here what im talking about:

worker - X, building - O
Code: [Select]
......
..X...
...O..
......

and big building:
Code: [Select]
........
.X......
..OOOO..
..OOOO..
..OOOO..
..OOOO..
........

so if this is a castle:
Code: [Select]
.........
..OOOOO..
..OOOOO..
..OOOOO..
..OOOOO..
..OOOOO..
.........

wall cannot be build on any of following places (+)
Code: [Select]
..........
..OOOOO...
..OOOOO+..
..OOOOO+..
..OOOOO+..
..OOOOO+..
...+++++..
..........


if worker can build in all of these places:
Code: [Select]
...........
..+++++++..
..+OOOOO+..
..+OOOOO...
..+OOOOO...
..+OOOOO...
..+OOOOO...
..++.......
...........


i solved it!  :D
« Last Edit: 1 January 1970, 00:00:00 by andyglest »

andyglest

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« Reply #48 on: 11 July 2007, 00:50:16 »
(post from my blog):

So, Titi's model is good, but there are controversies about XML file witch is changed a lot by Titi. Here is my option with Titi's model and mostly @kukac@'s XML. Here is my XML.

    ** HP is now 10000 because 17000 will be too much. That was for 2x2 model, and this is 1x1. If you want to have less HP, just modify line 9 in wall's XML.
     ** Requirements are: blacksmith, technician,advanced architecture 20 wood and 20 gold
     ** When destroying a wall, there is still same model as normal wall. So I put a defense tower crash model.
     ** Attack off is renamed into No order


Screenshots coming tomorrow!


Code: [Select]
<?xml version="1.0" standalone="no"?>

<unit>

<!-- *** parameters *** -->

<parameters>
<size value="1"/>
<height value="6"/>
<max-hp value="10000" regeneration="0"/>
<max-ep value="0"/>
<armor value="80"/>
<armor-type value="wood"/>
<sight value="4"/>
<time value="140"/>
<multi-selection value="false"/>
<cellmap value="false"/>
<levels/>
<fields>
<field value="land"/>
</fields>
<properties>
<property value="burnable"/>
</properties>
<light enabled="false"/>
<unit-requirements>
<unit name="blacksmith"/>
<unit name="technician"/>
</unit-requirements>
<upgrade-requirements>
<upgrade name="advanced_architecture"/>
</upgrade-requirements>
<resource-requirements>
<resource name="gold" amount="20"/>
<resource name="wood" amount="20"/>
</resource-requirements>
<resources-stored/>
<image path="images/defense_tower.bmp"/>
<image-cancel path="../archer/images/tech_cancel.bmp"/>
<meeting-point value="false"/>
<selection-sounds enabled="true">
<sound path="../barracks/sounds/tech_click.wav"/>
</selection-sounds>
<command-sounds enabled="false">
</command-sounds>
</parameters>

<!-- *** skills *** -->

<skills>

<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="300"/>
<anim-speed value="100"/>
<animation path="models/wall.g3d"/>
<sound enabled="false"/>
</skill>

                <skill>
<type value="be_built"/>
<name value="be_built_skill"/>
<ep-cost value="0"/>
<speed value="300"/>
<anim-speed value="300"/>
<animation path="models/wall.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="300"/>
<anim-speed value="300"/>
<animation path="../castle/destruction_models/defense_tower_destruction.g3d"/>
<sound enabled="true" start-time="0">
<sound-file path="../barracks/sounds/tech_building_fall5.wav"/>
</sound>
<fade value="false"/>
</skill>

</skills>

<!-- *** commands *** -->

<commands>

<command>
<type value="stop"/>
<name value="no_order"/>
<image path="images/defense_tower_attack_off.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

</commands>

</unit>

« Last Edit: 1 January 1970, 00:00:00 by andyglest »

titi

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« Reply #49 on: 11 July 2007, 08:10:28 »
I didn't think a lot about the xml-file, I just wanted to show my wall idea.
You can do what you want with it, I just made it for the forum to demonstrate what I mean. I was only working abou 30 minutes an this change, so I made no tests balanbcing and so on....

Do you want the blender file for the model?
« Last Edit: 1 January 1970, 00:00:00 by titi »
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