Ok, lots of topics to address here, so I'll go one by one.
The enlightenment faction can even possibly get some type of priestess as well (just a random thought), so we could do this for other units later on too.
TreantAs for the looks, I like
[url=http://nwn.bioware.com/players/images/nwn_profile_lacuna_01_180x240.jpg]this treant[/url].
I also like the top part and face of
[url=http://www.l2ag.ru/mob/597.jpg]this one[/url]
, but I don't care much for the overall body structure. I was thinking along the lines of something that looks very similar to a tree, as in the lord of the rings style treant, especially since I want to add a "root" ability to the treant. This would take 5-ish seconds and would cause them to look exactly like a tree when done (so you can't tell from just visuals alone if it's a tree or a treant) and give them some type of attack/bonuses, etc.
Enlightenment bugsYea, sorry about the barracks -> guard thing. I find that funny as hell though!!
But I lean heavily on others when it comes to presentation.
I think that having a separate site for the engine and FPM is perfectly appropriate. I have a file structure setup where you can install it into your Glest directory and play using either the original Glest engine or the modified engine. Also, with the modified engine, you can still play any other tech tree mod since I was sure to make the way it loads data backwards compatible. The only difference is the extra entries needed in the language.lng file (I only have an english.lng now) and the glest.ini file has two extra entries, but I can find a way to resolve these differences. I want to keep the new engine as close to the original as possible and still implement what is needed (I'm still merging with the mainline every week or so).
Necromancer & his minionsYou can actually have up to 3 skeletons and 1 zombie, but there's a bug in the code that limits the number of minions you can be summoning in the queue at one time and I haven't figured it out yet. I have considered lowering the limit to 2 skeletons, but I'm pretty sure I don't want to do that right now, I would rather raise the cost and maybe even the time to summon if needed. However, I don't want to raise the time to summon very much at all, because I like them being a unit that can produce on the battleground if needed.
The necromancer may be too cheap, I've raised him by 25 gold (so he's 200 gold, 25 wood & 25 stone now). It's hard to justify a lot of wood or stone since he's mostly a finger waggler. I thought that 25 wood and stone could be justified as reagents (for his production). Since gold usage is heavy, I might just raise the amount of gold per resource under the resources directory, so it doesn't run out as quickly. As wciow pointed out, this still leaves people mostly harvesting for gold. One nice feature of the necromancer tower is that it holds gold, so you can build it near a gold mine. I was considering doing the same for the abbey. The path of reason is supposed to get a mobile storage unit and the nature path wont be using as much gold. It would be cool if we could have more resource types like iron, copper, aluminum, but my initial thought is that it introduces too much complexity and too much work since resources are embedded into maps, although one hack to work around the complexity in maps is to give harvesters a way to mine secondary resources (iron, copper, etc) out of primary resources (i.e., from stone or gold mines).
LevelsI'm not opposed to giving more levels. But I think there's it's important to clarify this. The original Glest engine gives the following bonuses for a level increase:
- + 50% health points
- +50% energy points
- +20% sight
- +50% armor
I have modified the Level class so that instead of just containing the name (to append to the unit name) and number of kills, it also has all of the fields that an upgrade has (see
https://docs.megaglest.org/Effects_&_upgrades for full details), but having the multipliers for hp, ep, sight and armor defaulting to the above values. Thus, they behave identically to the original Glest levels unless you explicitly specify different values.
The important part of giving lots of levels is that adding 50% health and armor at every level is going to make them far too powerful, so if this is something we seriously consider, this will have to be reduced. The nice thing is that you can add special things like the zombie's attack speed increasing. I may further modify the entire EnhancementTypeBase class (the base class for upgrades, levels, effects, emanations, etc.) so that emanations can be added or modified.
As far as allowing guards to become generals, I was already considering having a separate unit type on the path of reason who's primary purpose is leadership, and they would progress something like lieutenant -> captain -> colonel -> general, where they start out as lieutenants, so there are only 3 actual level-ups.