Updated Dec 11, 2008 -- For downloads, please visit
[url=http://glest.codemonger.org]http://glest.codemonger.org[/url]
GAE adds a number of features, most of which cannot be utilized without making a tech tree mod. While the GAE is tech tree neutral, it was originally created for the purpose of the Four Path Magitech mod.
Features- Shift-click command queuing (works in Magitech)
- Auto-repair (works in Magitech)
- Units return after auto-attacking (works in Magitech)
- A patrol command
- A guard command
- Temporary effects
- Improved upgrades & levels
- Subfactions / faction progressions
- A minimal pet/owner implementation
- Emanations
- Off-screen attack notifications
- Cross-platform multiplayer (i.e., Windows users can play with Linux users, etc.)
- And a few extra kb of executable bloat
Documentation can be found here:
[url=https://docs.megaglest.org/GAE]https://docs.megaglest.org/GAE[/url]
.
Sources available from at
[url=https://glest.codemonger.org/svn/repos]https://glest.codemonger.org/svn/repos[/url]
. From the command line, you would use this command:
svn co https://glest.codemonger.org/svn/repos/gae/trunk glest
Command QueuingCommand queuing works by holding down shift while completing any command. This works with moving, attacking, building, harvesting, etc. Note that some commands will never end, like patrol, guard or hold position, so it won't help to queue commands after either of these. The stop command is always discarded once a command is queued (i.e., the queued command is immediately executed).
Patrol & Guard Commands[/b]
There is no skill for either patrol or guard, you just add a command to your unit. The command requires both a move and attack skill and the guard command requires a max-distance tag (probably patrol should have one too, but oh well).
<command>
<type value="guard"/>
<name value="guard"/>
<image path="../../../../placeholders/icon.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
<max-distance value="4"/>
</command>
<command>
<type value="patrol"/>
<name value="patrol"/>
<image path="../../../../placeholders/icon.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
<max-distance value="4"/>
</command>
Pets[/b]
A minimal pet implementation is in place. By adding the <pet> tag to a produce skill, units produced with that skill become pets of the creator ("pets", "minions", "familiars", whatever). A pet will die when the creator dies and will automatically guard their creator when not assigned another command, as long as they have a guard command. Pets also automatically will attack the position (but not the specific target) of their creator when their creator executes any attack. (actually, I think it'll crash if the pet doesn't have an attack command now that I think of it
). In the future, there should be more options for what happens to a pet when the owner dies.
<skill>
<type value="produce"/>
<name value="summon_skel"/>
<ep-cost value="5"/>
<speed value="75"/>
<anim-speed value="100"/>
<animation path="../../../../placeholders/sphere.g3d"/>
<sound enabled="true" start-time="0.3">
<sound-file path="../../../../../magitech/factions/magic/units/summoner/sounds/summoner_summon1.wav"/>
<sound-file path="../../../../../magitech/factions/magic/units/summoner/sounds/summoner_summon2.wav"/>
<sound-file path="../../../../../magitech/factions/magic/units/summoner/sounds/summoner_summon3.wav"/>
<sound-file path="../../../../../magitech/factions/magic/units/summoner/sounds/summoner_summon4.wav"/>
</sound>
<pet value="true" max="4"/>
</skill>
note: this is a snippet from the necromancer unit, so please ignore all of the odd paths to files.
Effects, Emanations & Expanded Upgrades & Levels[/b]
Full details for these enhancements can be found on the documentation wiki page
[url=https://docs.megaglest.org/GAE/Guide]https://docs.megaglest.org/GAE/Guide[/url].
This has been tested on both Linux x86_64 and Windows XP (32 bit).