Author Topic: what would you like to see in Glest?  (Read 5972 times)

Fish_are_cool

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what would you like to see in Glest?
« on: 18 December 2007, 06:20:07 »
I would like some more buildings and units. Maybe some more actions. :confused:
« Last Edit: 1 January 1970, 00:00:00 by Fish_are_cool »

verarticus

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« Reply #1 on: 18 December 2007, 07:57:20 »
well i think the arckmage should have a teleport ability (can oly teleport to places youve seen) and dragon should have a morphy i think, and posobly a button on options menu to turn off splash damage to friendly guys.
« Last Edit: 1 January 1970, 00:00:00 by verarticus »

KyuubiNaruto

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« Reply #2 on: 13 January 2008, 02:01:36 »
if a archmage could teleport wouldn't it ruin the game for the ppl with fogof war off?
« Last Edit: 1 January 1970, 00:00:00 by KyuubiNaruto »

jbr

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« Reply #3 on: 15 January 2008, 12:30:53 »
It should take a lot of ep or something... That way, you could send a big army somewhere all at once, but only once and a while...
« Last Edit: 1 January 1970, 00:00:00 by jbr »

myles

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« Reply #4 on: 18 January 2008, 16:30:54 »
I think we really need a move & attack code to allow us to do some more advanced types of units.
« Last Edit: 1 January 1970, 00:00:00 by myles »

wciow

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« Reply #5 on: 18 January 2008, 23:11:31 »
Things that would improve glest:

Multiple animation support for models (i.e more than 1 type of attack)

Random accuracy for units (making them miss sometimes)

Area of effect and damage over time effects.

Allow particles for activities like moving and building rather than just attacks.
« Last Edit: 1 January 1970, 00:00:00 by wciow »
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KyuubiNaruto

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« Reply #6 on: 19 January 2008, 03:23:40 »
well i think there is a point in time when te units miss depending on the armor idk

and making a more flexible system is a great idea there is so much i wanna put into glest but i can't because some stuff is said invalid
« Last Edit: 1 January 1970, 00:00:00 by KyuubiNaruto »

djezer

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« Reply #7 on: 24 January 2008, 01:36:47 »
I'd like to see the shortcuts for the actions when hovering of the action buttons. This way I can learn while I'm playing. It would also be helpful to have so status icons or power bars that give info on each unit. This way you know if your unit is holding its position or is just idle.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

daniel.santos

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« Reply #8 on: 24 January 2008, 02:26:54 »
  • I vote for shortcuts displayed when hovering over command.
  • temporary effects :)
  • follow/guard friendly unit command
  • patrol command
  • command queuing (maybe shift-command queues it)
  • command-line options for starting a network game
  • I don't like that units automatically advance when a hostile enters their area and they attack and kill them.  This causes them to creep along unless you intervene.
  • thus, a "guard here" command which will allow them to move from their spot to a limited degree, but return once any threat is destroyed.
« Last Edit: 1 January 1970, 00:00:00 by daniel.santos »

v.v.b.

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« Reply #9 on: 24 January 2008, 18:37:58 »
http://http://www.glest.org/glest_board/viewtopic.php?p=9028#9028
There are about 30 small things I've wrote about a half year ago (some of those 30 things was just simple questions, but most part of it is still existing issues or bugs if you like...).
 If any of those bugs will be fixed, it'll be great! THAT could improve glest.

 But, first of all, right now I think internal game system should be reviewed. Map format doesn't allow to create maps with existing buildings on it. Also there is only one victory condition exist -- SLAY THEM ALL! With this two things you can't create any single scenario.
 So, DEAR Designers, please, make a little step forward to creating campaign!

 Multiplayer is great, and I still don't examine new balance. But there are a lot of work to DO for coders still.
« Last Edit: 1 January 1970, 00:00:00 by v.v.b. »

orion

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« Reply #10 on: 24 January 2008, 20:52:47 »
Combat interface needs to improve.
I want to see multiple attacks and commands for various units.
I also want status problems to be introduced into gameplay (ex. poison, paralysis, wounded, etc)

Don't get me wrong, Glest is an Excellent game, but there are too many things that get on my nerves and things that can be improved.

As mentioned by daniel.santos, I hate when I have a stationed guard who automatically advances when an enemy is in range. There should be come kind of "guard" command that lets that unit attack an enemy in range, but return to its orginial position at the end of combat.
« Last Edit: 1 January 1970, 00:00:00 by orion »

Duke

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« Reply #11 on: 27 January 2008, 22:00:19 »
What I'd like to see first, were options to pause and save the game.

Some shortcuts would be nice as well.
If there were any, make them more prominent, I could not find a single reference.
« Last Edit: 1 January 1970, 00:00:00 by Duke »

hailstone

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« Reply #12 on: 27 January 2008, 23:19:33 »
There is already pause and shortcuts (if you were talking about keyboard shortcuts) and there are plenty of references for keyboard shorcuts (they are just called hotkeys), do a search on the forum.

There was a patch for Glest v1 iirc but I'm not sure what's happening with the updated one that was being worked on.
« Last Edit: 1 January 1970, 00:00:00 by hailstone »
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Duke

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« Reply #13 on: 28 January 2008, 14:57:51 »
OK, I'm not native english, didn't know the term hotkey and under shortcuts I found only people that were complaining about them not existing (;

But, so an online manual and/or a tutorial would be helpfull for beginners.
« Last Edit: 1 January 1970, 00:00:00 by Duke »

Jamesgamer

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« Reply #14 on: 2 February 2008, 18:59:25 »
"thus, a "guard here" command which will allow them to move from their spot to a limited degree, but return once any threat is destroyed."

...isn't that the "hold position"?

What I would like to see:

A more graphical ending screen. More than just "you win," maybe a pre-made screenshot of all the units looking excited (holding their arms up or whatever)

New attacks:
--Golum: a melee attack (could look a lot like the current throw animation)
--Dragon: an air-to-air melee attack
--Horseman:Trample

I am most interested in the Golum's attack  :)
« Last Edit: 1 January 1970, 00:00:00 by Jamesgamer »

djezer

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« Reply #15 on: 3 February 2008, 18:06:06 »
As far as the "hold position" button goes, it doesn't seem to work with the archmage (3rd level mage). I have repeatedly placed archmages behind Golem and selected hold position. While it seems to hold for a short time, I find them walking off in front of a swarm of archers or swordsmen where they are vulnerable. It does work for the 2nd level mages, these units seem to hold their position when instructed to do so.

Someone should discipline the archmages, they should know better.
« Last Edit: 1 January 1970, 00:00:00 by djezer »

IAP

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« Reply #16 on: 3 February 2008, 18:51:51 »
I have few suggestions for improving the game interface:
-Middle mouse for scrolling or controlling the free camera
-Buttons to center on a selected or predefined unit
-Sound alerts when a character or a building is being attacked, ability to jump to the attack location.
-When trying to build something with no resources, dim the button and don't aloow to press on it. Maybe show a warning that there are no resources
-Specific "not enough resources" messages

-for characters with two kinds of attacks (like sword and arrow) add the option to choose what is the default attack.

These are just a suggestions, off course.
« Last Edit: 1 January 1970, 00:00:00 by IAP »

 

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