Author Topic: Apocalyptic Dawn (formerly known as Military)  (Read 277758 times)

ZaggyDad

  • Guest
Re: Military Tech Tree -- beta-2 download soon!
« Reply #25 on: 19 October 2008, 20:19:44 »
Quote from: "Modman"
(if ANYONE has a better name for this unit, please tell me any I will gleefully ponder it.  Given that the name is pretty bad as it stands now, it doesn’t look like I’ve set the bar too high.  But it has to be a good name though!)

Fury of the Tiki is way better than anything I think I could come up with. You should just call it that. :)

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- beta-2 download soon!
« Reply #26 on: 20 October 2008, 01:24:22 »
Agreed
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- beta-2 download soon!
« Reply #27 on: 20 October 2008, 21:08:31 »
Here's the beta so far. Not quite the final. Credits are included.
http://http://www.mediafire.com/?det1j11fwsn
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

bisurge

  • Guest
Re: Military Tech Tree -- beta-2 download soon!
« Reply #28 on: 29 October 2008, 01:44:54 »
Hurry up dude! I'm itching just to play a non-glitched version of the military tech tree!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- beta-2 download soon!
« Reply #29 on: 2 November 2008, 22:08:11 »
Don't look at me...
Where's modman?
(ARGH)
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

modman

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #30 on: 3 November 2008, 23:46:57 »
Oh, I didn't know i was responsible for this...I'm on it!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- Calling on Modman!
« Reply #31 on: 4 November 2008, 15:37:28 »
Thanks!
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

modman

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #32 on: 4 November 2008, 22:46:09 »
Wow this is harder than I thought!  But a few thoughts:

I think that the two factions, Alpha and Bravo, should be combined into one faction.  It would be a lot easier that way, and it would be cooler.

Another thing is that it seems every defensive unit you have does an upgrade--just make one upgrade for all of those and put it in the Nuclear Reactor or something.

I really like that Scarab unit a lot!

I've checked the AI log, and given them soldiers in the beginning with alph.xml and that didn't even work.  I'll keep working on it, but it will probably set back the release of Dark Magic v 3.0 a bit (I know I keep puching it back, but...).

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- Calling on Modman!
« Reply #33 on: 6 November 2008, 02:15:18 »
Have you tried doing just the private (worker) from scratch? The problem seems to start at them.

And I don't want to combine the factions because they would have to go against eachother, and then there would be no unique units.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

modman

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #34 on: 6 November 2008, 04:52:11 »
Yes, I have been honing in on the Private (I actually renamed it Worker just to be on the safe side...) and one thing I found was that even a human cannot promote it to a Soldier.  That's because of your discount value==40.  Are there any other places like that that you want me to know about?

My reasoning for wanting to combine bravo and alpha is twofold:
1) The two factions aren't that different from each other.  When I combine the factions, I'll keep what I believe to be the best of both.  They will definately have the Robot Warriors and the Scarab, for instance.

2) A bigger tech tree can be far more fun to play, once I get all the bugs out.  Plus, it's never been done before, and since Military is a different tech tree, it's OK to do that.  A bigger tech tree will pose more strategic possibilities as well.

modman

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #35 on: 6 November 2008, 06:55:47 »
OK, just browsing through ancient archives of long ago, and I found this.

Apparently AI problems have happened more than once before.

Too bad nobody solved the problem and tought us a lesson...I guess it doesn't pay as much as some would like to think to remember the past! =]

I also found this and it cracked me up!!!  Especially the fact that his wierd poll had only one vote, probably his own!

modman

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #36 on: 7 November 2008, 02:36:46 »
OK I've gotten the AI to mine gold now, and nothing else.  They also can promote themselves to soldiers and build the farm.

But they do not produce cows from the farm.  They build more farms to get more rations.
They also do not build the Command Station, and the only resource they harvest is gold.

I'll keep on it.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- Calling on Modman!
« Reply #37 on: 7 November 2008, 04:57:56 »
HA HA! That post is FUNNY! Your doing good, and if you want, go ahead and make a copy of the techtree with the factions as one superfaction, but that'll mean a lot more work for you. You never know, it just might make it possible to get everything to work... Also, try adding a mine oil command. (Never know... But I'm not sure which animation you'd use then...)
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

modman

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #38 on: 7 November 2008, 05:08:29 »
I think the Workers should upgrade to the robot worker guy, and the robot worker could be the one harvesting oil.

I fixed the bug by removing all starting units except the fortress...Hope it's alright (it should be; there won't be any balencing problems!) if that's the only way.

Also, I think daniel.santos could help us a little.  I'll name off the symptoms, maybe he finds something genius...who knows?

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- Calling on Modman!
« Reply #39 on: 7 November 2008, 05:09:55 »
Yeah, so by that, do you mean the whole thing works? Or is it just the alpha faction or what?
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

modman

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #40 on: 7 November 2008, 05:18:40 »
No.  The AI can only build a Farm, promote its workers, and mine gold.

I was speaking hypothetically earlier.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- Calling on Modman!
« Reply #41 on: 7 November 2008, 17:57:02 »
Oh, okay.
And when your done (if you manage to get it to work) can you give me the download link via email (not post it on the board) so that I can add the documentation and a few more scripted scenarios.

If you don't manage to fix it, I guess then you can upload it to me again and I can give it one last shot... :-X
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

bisurge

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #42 on: 10 November 2008, 06:03:05 »
Quote from: "omega"
And when your done (if you manage to get it to work) can you give me the download link via email (not post it on the board)

Somebody doesn't trust us. :(

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- Calling on Modman!
« Reply #43 on: 10 November 2008, 19:32:02 »
Quote from: "bisurge"
Somebody doesn't trust us. :(
Hah hah, actually, Its just because I want to add a bunch of scenarios and stuff, as well as I did not give modman the main menu models and images to take up less memory.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

modman

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #44 on: 12 November 2008, 22:20:00 »
Plus, he has to OK it.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- Calling on Modman!
« Reply #45 on: 15 November 2008, 00:21:36 »
Yep. I think that as long as it works, even if you have to change a bunch of names, remove starting units, and even combine them into a superfaction, I'd okay it. The problem with a super faction is that it would be huge, and the existing maps might not be big enough (I made custom maps for the tech tree, since the scarab needs a lot of space, and the maps are kinda cool! There's a maze map that is actually very simple, but very confusing to the human players.)
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

modman

  • Guest
Re: Military Tech Tree -- Calling on Modman!
« Reply #46 on: 17 November 2008, 01:27:17 »
Don't do maze maps.

I have the tech tree done, but I'm going to need a few units.  I'll email you descriptions and a tech tree diagram when I get time...

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Military Tech Tree -- Calling on Modman!
« Reply #47 on: 22 November 2008, 19:03:06 »
I got the email, now I just need you to email me a link to the download, then I'll start making the models. (there's a lot. But it's nice to be able to fix it up to make the faction better)

How'd you do the mine though? I made a mine for underworld by giving it low hp and once a foe got close, it'd attack and end up killing itself in the explosion. (mine style) But in military all those ranged units work against that, so how'd you do it? (New defense type perhaps?)
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

mictes

  • Guest
Re: Military Tech Tree -- Fixed and adding models!
« Reply #48 on: 22 November 2008, 20:14:02 »
Huu, I have a good Idea belong that - Icould'n make it because I still have big trouble with blender...
Did anyone of you played stronghold ?

Murderpit

->> Something like a masked hole from that shark stakes comes out and kill you when you walk over it.
      But this does work just one times, than it get broken.

modman

  • Guest
Re: Military Tech Tree -- Fixed and adding models!
« Reply #49 on: 23 November 2008, 01:01:46 »
It seems you understand the basic concept of the mine.  That is exactly how I was thinking of designing the mine to be.  The mines will be low cost anyhow, and that's what it would be like in real life: you can detonate mines from far away (but with a radio-controlled detonator)

The mine will take away about 1200 HP and have one range and about 700 HP itself, thus it will "commit suicide" itself.  We could give it really high regen so that in essence you cannot kill it if you would like, but I would advise against that.

I was hoping you would email me the link, and I'll put it together, because there's still some things to do once I have the models (start time, particle proj offset etc)  Also, because I have to make sure you did something remotely like what was supposed to happen.

 

anything