Author Topic: Persian Mod (part of megapack v4)  (Read 21674 times)

modman

  • Guest
Re: Persian Mod
« Reply #50 on: 9 January 2009, 03:54:36 »
Do it like the Asparanium in Nirillian did.  But you have to keep the stop or the units will not auto attack.  But this way it is default to stop and you can dictate which units are attacked.

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Persian Mod
« Reply #51 on: 9 January 2009, 09:10:50 »
you can say which unit you want to attack?
Cool! I have to look at it!
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

RTSman

  • Guest
Re: Persian Mod
« Reply #52 on: 11 January 2009, 23:47:09 »
that get annoying when people attack you and your defence attacks the closer weaker units so madmans idea is really good.  maybe put that in on the defence tower to.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Persian Mod
« Reply #53 on: 12 January 2009, 04:00:48 »
Heh, yeah, things always rotate when they have a move skill, but no move command. Just have the attack stopped command so they can turn (look at the archer during hold position) but they won't move. However, there must be a move skill, or they won't rotate (like the defense tower).
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Persian Mod
« Reply #54 on: 12 January 2009, 12:22:28 »
Sorry, no new release yet.
We have really nice (and cold) weather and I'm always playing icehockey(in real world!) whenever I find some free time. :)
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
beta2
« Reply #55 on: 12 January 2009, 22:13:48 »
but now!!

Still no new sounds and some images are still missing, but much more playable than the old version.
I think now its fun to play it!
Please give me some feedback about the balancing. What do you think?

http://www.titusgames.de/persian/persian_beta2.7z (~19MB )
« Last Edit: 12 January 2009, 22:41:41 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: beta2
« Reply #56 on: 13 January 2009, 16:37:58 »
Played the new beta. Another excellent faction!

I found it slightly overpowered when I played against tech (defeated them using stickmen,fakirs and a few swordmen) and I didn't work out how to build the snake/basket unit. Is it possible?

Overall I think this is the best balanced faction so far!
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

modman

  • Guest
Re: Persian Mod
« Reply #57 on: 14 January 2009, 03:27:21 »
This is what feedback should look like in my opinion.  Also wciow, I tried to make a poll on whether Dark Magic was balanced, but nobody voted no that it was not!
Some comments and notes I made whilst playing:

  • Palace anim speed is too much; flag goes too fast
  • Worker attacks?  No!!!
  • Switch sheep and snake basket objects number
  • Get worker build objects order right
  • EP for snake basket?
  • Also size value for snake basket
  • fix particle proj for snake basket
  • Princess reqs wood?
  • love the worker build image!
  • like particle projs
  • Elephant cage should be metal armor
  • "corn and wicker" takes too long to get!
  • Elephant=good unit again!
  • Make Elephant one more radius so it has splash vulnerability
  • Guy in Tent looks like he's raping his carpet! =] lower the anim speed!
  • Elephant's air attack should be way less damage
  • Elephant image is of Swordsman!
  • love the team color!
  • Magician costs stone?
  • maybe think of a better name for an upgrade than "upgrade weapons"
« Last Edit: 14 January 2009, 03:30:37 by modman »

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Persian Mod
« Reply #58 on: 14 January 2009, 08:28:54 »
Thank you very very much for your feedback!
Here is your list with my replies:

  • Palace anim speed is too much; flag goes too fast   -- I will look at it but I have choosen a faster speed while producing, and I think I exported one frame too much, so the animation has same start and end frame ....
  • Worker attacks?  No!!!   -- Yes!! :)  like magic "workers" I really like it
  • Switch sheep and snake basket objects number  -- I don't unterstand? Which object numbers?
  • Get worker build objects order right -- true, I will fix this
  • EP for snake basket?  -- I didn't get rotating turrets to work without energy power :/
  • Also size value for snake basket  -- why? it has a size of 1
  • fix particle proj for snake basket -- whats wrong with it?(UPDATE: ok found it, I will fix it!)
  • Princess reqs wood? -- yes, its not really good but made for balance / fun issues
  • love the worker build image!
  • like particle projs
  • Elephant cage should be metal armor -- yes thats true, I will change it
  • "corn and wicker" takes too long to get! -- elephants are too strong! This upgrade stops players from producing elephants too early! If you play it again you will remember this fact and cpu players use it the right way!
  • Elephant=good unit again!
  • Make Elephant one more radius so it has splash vulnerability -- I will try it, but its already very strong..
  • Guy in Tent looks like he's raping his carpet! =] lower the anim speed! -- he has 4 different aniomations! (produce genie/produce magician/produce carpet) with different speeds and upgrade where he is slamming his lamp
  • Elephant's air attack should be way less damage -- a bit yes, I played two games yesterday and I saw this too, but its a very slow attack!
  • Elephant image is of Swordsman! --  :)
  • love the team color!
  • Magician costs stone? -- stone is needed for his magic balls ;-) ( same as princess, the reason are balance / fun issues)
  • maybe think of a better name for an upgrade than "upgrade weapons" -- any suggestions? upgrade swords/blades?
« Last Edit: 15 January 2009, 08:02:02 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Persian Mod
« Reply #59 on: 14 January 2009, 08:31:25 »
I forgot to answer to wciow!
Thank you too for your feedback.
The snake basket can only be build by the magician!
You won with stickfighters/fakirs/swordman? Well I have to try this too ....
« Last Edit: 14 January 2009, 08:34:43 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

modman

  • Guest
Re: Persian Mod
« Reply #60 on: 16 January 2009, 01:28:53 »
For the object numbers it means the order which the units appear inn the persian.xml because I think the game places higher precidence on the ones closer to the top.  Then the snake basket will be in more of a position to attack instead of putting the sheep in that place.

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Persian Mod
« Reply #61 on: 16 January 2009, 13:15:19 »
Thnak you! I didn't know that this has any effect! I will try it.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

modman

  • Guest
Re: Persian Mod
« Reply #62 on: 18 January 2009, 03:46:39 »
So I guess XMLs aren't useless afterall! :)

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Persian Mod
« Reply #63 on: 3 February 2009, 10:47:13 »
The current setup is too hard!
If the cpu-ultra plays persian, the fakirs are much too strong. I really have to change something.
But if you are a good player its really challenging now if you play vs cpu-ultra persian with indian/norsemen/tech or magic.

I played lots of coop games with my son vs cpu-ultra +cpu, both persian and we didn't use persian.
We always lost (10 times or more?) and only win one time ( I think because the cpu doesn't finshed its elephat cage).

we won the following only 1 time ( and lost more than 10 times ):
2 players coop setup:
map: conflict
1 network player indian
2 human player norsemen
3 cpu persian
4 cpu-ultra persian

We never won this one:
1 player setup:
map: conlict
1 human indian
2 closed
3 cpu-ultra persian
4 closed

Can you do it?
« Last Edit: 5 February 2009, 13:36:49 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

gameboy

  • Guest
Re: Persian Mod (playable beta2 available)
« Reply #64 on: 8 February 2009, 08:03:32 »
Very nice :) :D

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Persian Mod (playable beta2 available)
« Reply #65 on: 17 March 2009, 22:42:39 »
I'm currently working hard on this faction and I had several games for balancing reasons:
Here are some screenshots from a very interisting fight where I lost a game. ( I think everyone likes nice screenshots ;) )

Click on the image to see more!
« Last Edit: 17 March 2009, 23:47:47 by titi »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Fluffy203

  • Guest
Re: Persian Mod (playable beta2 available)
« Reply #66 on: 18 March 2009, 00:03:52 »
woah i didn't even know this existed nice work  ;D

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Persian Mod (playable beta2 available)
« Reply #67 on: 18 March 2009, 15:44:12 »
This actually happens to be my favorite faction after magic.

I find it kind of easy though. Going against a ultra CPU isn't too hard (for me).
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

Fluffy203

  • Guest
Re: Persian Mod (playable beta2 available)
« Reply #68 on: 18 March 2009, 21:11:16 »
nice and i hope that my mod will give you a challenge in the balance and different faction styles