Author Topic: Super weapon  (Read 18490 times)

John.d.h

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Re: Super weapon
« Reply #25 on: 7 October 2008, 08:17:35 »
Quote from: "mictes"
Quote
"Great DataLoss of September"
 :O

Much perople here have the same ideas, it doesn't matter.
I could use the atomic-rocket-silo, too. So, I don't knwo what to say ^^
Why is everybody so fascinated with rockets?

modman

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Re: Super weapon
« Reply #26 on: 7 October 2008, 21:42:39 »
The point of a superweapon is that it has like 100 range and like 1000 attack damage and a huge spash, not to mention an awesome particle prog..

John.d.h

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Re: Super weapon
« Reply #27 on: 8 October 2008, 06:56:04 »
Quote from: "modman"
The point of a superweapon is that it has like 100 range and like 1000 attack damage and a huge spash, not to mention an awesome particle prog..
I might accept that explanation if it made ANY sense to have rockets in Glest.  I don't even see the point in a superweapon anyway.  Games of Glest rarely last as long as it would take to build one.

verarticus

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Re: Super weapon
« Reply #28 on: 8 October 2008, 07:38:35 »
...rocket silos...morters....cannon trains....did nobady think of the obvious...a trebuche(or trebucket)! serious that would fit better.

tripsahoy

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Re: Super weapon
« Reply #29 on: 8 October 2008, 21:14:59 »
when will the final super weapons be done do you think

tripsahoy

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Re: Super weapon
« Reply #30 on: 8 October 2008, 21:16:24 »
Quote from: "johndh"
I might accept that explanation if it made ANY sense to have rockets in Glest.  I don't even see the point in a superweapon anyway.  Games of Glest rarely last as long as it would take to build one.

ya but super weapons are still really cool

mictes

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Re: Super weapon
« Reply #31 on: 8 October 2008, 21:53:36 »
as I said: I have a concept and will integrate superweapons in my mod.

modman

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Re: Super weapon
« Reply #32 on: 8 October 2008, 22:28:22 »
I'm not sure we have come to consensious on the stats on a superweapon.  Or do we need common stats?  But the point is we need a common:

*Damage
*Weapon Regeneration time
*Splash radius value
*Range
*And hopefully a somewhat similar amount of time it would take to make a unit that could shoot this weapon (so that, say, it doesn't take 10 minutes to make it for Tech and only seven minutes for Magic).

*We also need to decide whether a unit that shoots the superweapon can move or not, because this could give huge advantages if you could move to get within range, as opposed to having to build a unit there (and the various risks involved with that).

tripsahoy

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Re: Super weapon
« Reply #33 on: 8 October 2008, 22:44:04 »
no offence

but who cares what everyone thinks the...
Quote from: "modman"
*Damage
*Weapon Regeneration time
*Splash radius value
*Range
*And hopefully a somewhat similar amount of time it would take to make a unit that could shoot this weapon (so that, say, it doesn't take 10 minutes to make it for Tech and only seven minutes for Magic).

*We also need to decide whether a unit that shoots the superweapon can move or not, because this could give huge advantages if you could move to get within range, as opposed to having to build a unit there (and the various risks involved with that).

were not the ones building it
besides if someone doesn't like how its made they can change it themselfs

once again no offence

modman

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Re: Super weapon
« Reply #34 on: 8 October 2008, 23:49:38 »
I don't think you get it.  We could make it if we want.  It's just a matter of keeping all the factions balenced in the process.

As for the lack of progress towards superweapons, I think I'm just going to make one and you're welcome to have them if you like them.

John.d.h

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Re: Super weapon
« Reply #35 on: 9 October 2008, 00:44:26 »
Quote from: "modman"
I'm not sure we have come to consensious on the stats on a superweapon.  Or do we need common stats?  But the point is we need a common:

*Damage
*Weapon Regeneration time
*Splash radius value
*Range
*And hopefully a somewhat similar amount of time it would take to make a unit that could shoot this weapon (so that, say, it doesn't take 10 minutes to make it for Tech and only seven minutes for Magic).

*We also need to decide whether a unit that shoots the superweapon can move or not, because this could give huge advantages if you could move to get within range, as opposed to having to build a unit there (and the various risks involved with that).

I'd use Command&Conquer:Generals as a guideline for this.  Each faction constructs a superweapon capable of wiping out a fairly large portion of the enemy's base.  China builds a tactical nuke, the US builds a particle cannon, and the GLA builds a platform for launching storms of anthrax scuds.  If you haven't played it, I recommend getting a demo of it.  It provides some pretty awesome superweapon examples.  The key is that each of the superweapons act differently, but none are really better than the others.  The nuke will destroy anything it directly hits and does a pretty decent splash, but leaves radiation in a big area that gradually kills everyone in it.  The particle cannon does massive damage, but can only affect a few buildings per use.  The scud storm has a massive area of effect and kills any troops in the area with the anthrax, but doesn't do a fantastic amount of damage overall, so most or all of the buildings in the area will remain standing.

Given this, my ideas are as follows.

Tech:
Bombard: lots of damage, small splash.  Although its area of effect isn't all that big, anything within it is completely destroyed.

Magic:
(insert awesome name here): a lot less damage, but much bigger splash.  It shouldn't do enough to completely destroy any enemy buildings, but all but their most powerful units within a pretty big area should be killed.

Flying units should probably be immune to superweapons.

Range/movement: They should be too big to move, but have enough range to hit anywhere on the map.  The bombard used to take Constantinople had range well over a mile, but took about a week just to set up in a position.  Besides, even if you gave it a movement value, it would probably be too big to fit through the numerous trees and river crossings on any map, like the big bugs in the SST mod.

Cost/construction/recharge time:  Once again, I'd use C&C:Generals as a good reference for this.  I haven't played in a while and my copy of it is at my folks' house, so I can't really give you a good idea of the time frames, but I remember the recharge times for the superweapons were at least a couple minutes each.  Maybe about four, but I really don't know.  I'd recommend downloading a demo of the game and give it a shot.

modman

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Re: Super weapon
« Reply #36 on: 9 October 2008, 01:03:38 »
How much?  Nobody is giving me any numbers here!  I think maybe 2000 for Tech and 1800 for Magic and keep the splash.  This is because Tech always beats Magic in CPU vs CPU, so maybe this can even it out.

So:

Quote
Tech

*damage: 2100
*weapon reload time: 8 minutes normal game time
*Splash value: 6
*Range: 100
*Airship can drop this weapon with the knowledge of "super-explosives"

Quote
Magic

*Damage: 1800
*Weapon Reload time: 6 minutes normal game time
*Splash radius value: 20
*Range: 120
*Tower of Souls can shoot this with the knowledge of "forgotten powers"

Obviously both these attacks would be land field only because you don't want a stupid CPU using it up just for one unit that comes along.

tripsahoy

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Re: Super weapon
« Reply #37 on: 9 October 2008, 23:20:26 »
Quote from: "modman"
As for the lack of progress towards superweapons, I think I'm just going to make one and you're welcome to have them if you like them.

sound good

what i ment before is that once the super weapons are released if you (meaning anyone) dont like them than they can change it if they want to
lets just get them out their for download

modman

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Re: Super weapon
« Reply #38 on: 10 October 2008, 00:54:42 »
I finished the XML and particle proj for the Magic superweapon, which comes from the Tower of Souls.  Here you can download the sounds I made with Audacity.  The Magic one is creepy; the Tech one sounds like a nuclear bomb going off.  You can download the sounds for the superweapons here: http://http://www.mediafire.com/?sharekey=1f5e66afc1e3f260d2db6fb9a8902bda.

modman

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Re: Super weapon
« Reply #39 on: 14 October 2008, 22:14:55 »
The superweapons for Tech and Magic are due to be released within a week or so, but what would really speed it up is if someone possibly had background cores for Tech and Magic.  The upgrade image for Tech and Magic use the cores, and having them handy would prevent the images from looking crappy.  This would help me a lot!

modman

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Re: Super weapon
« Reply #40 on: 1 November 2008, 00:46:26 »
I'm getting a little frusterated with making the superweapons, because they're so hard to balence.  I'll upload them soon, so maybe one of you can build on my progress.

modman

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Re: Super weapon
« Reply #41 on: 7 November 2008, 04:48:26 »
Here they are: DOWNLOAD

I'm not sure if the super weapon sounds are in there or not, but you may want to download them just in case.

They're not done.  To install, just replace corresponing files on your computer with the ones you just downloaded.

modman

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Re: Super weapon
« Reply #42 on: 17 November 2008, 01:49:00 »
Ok...So obviously it's a good thing I didn't finish this because nobody would have downloaded it because nobody wants to work on it I guess.

mictes

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Re: Super weapon
« Reply #43 on: 17 November 2008, 12:43:43 »
Please stop to spam ^^
I work on it. Download of 13k soon...

modman

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Re: Super weapon
« Reply #44 on: 22 November 2008, 03:27:28 »
What do you mean by this?
Quote from: "mictes"
Please stop to spam

Also, enlighten me: what is 13k?

mictes

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Re: Super weapon
« Reply #45 on: 22 November 2008, 08:20:40 »
Quote
What do you mean by this?
Quote
Please stop to spam

This is totally off-topic. Ans so much dobble-posts... ^^ A, but it doesn't matter now.
13k is the mod I'm working on since months.

battle machine man

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Re: Super weapon
« Reply #46 on: 8 February 2009, 01:37:09 »
i got ideas magic gets bemoth summener  after upgrade and tech gets maga cautipult after they make twenty cautipults of cource u have to build em,they cost alot,and they only fire every like um 8 min u can see mega cautipult when it almost is to target or out of fog of war and bemoth sommon must be used anywhere u can see but area u pick glows before the bemoth comes if u make super wep put it in a mod it would be stupid if tech and magic had 100000000000 superweps each! PS i may mod these! if i get good at mods!
« Last Edit: 8 February 2009, 01:46:08 by battle machine man »

Omega

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Re: Super weapon
« Reply #47 on: 8 February 2009, 09:43:06 »
Why do you keep doing this Battle Machine Man??? Every post you do seems to be virtually unreadable. I know that some people don't speak english well on here, but there's no need for all this slang and poor language. Someone who doesn't have english as their main language might not even be able to read this! I speak only english and I got no clue what you're saying.

In a general discussion, I think that Glest does have the time for super weapons, but only a few per game, which is good, since that's how it should be. Military will have an atom bomb super weapon, which should be fun!

To clear things up, a super weapon should not be strong enough to wipe out most units (or else it is game ending and no fun), but should have very high splash and range. Also, they need to take a while to charge up. An option for superweapons could be to give them a negative effect too (ie: damage done to the entire arena, but that includes your units).
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

battle machine man

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Re: Super weapon
« Reply #48 on: 14 February 2009, 18:48:09 »
Why do you keep doing this Battle Machine Man??? Every post you do seems to be virtually unreadable. I know that some people don't speak english well on here, but there's no need for all this slang and poor language. Someone who doesn't have english as their main language might not even be able to read this! I speak only english and I got no clue what you're saying.

In a general discussion, I think that Glest does have the time for super weapons, but only a few per game, which is good, since that's how it should be. Military will have an atom bomb super weapon, which should be fun!

To clear things up, a super weapon should not be strong enough to wipe out most units (or else it is game ending and no fun), but should have very high splash and range. Also, they need to take a while to charge up. An option for superweapons could be to give them a negative effect too (ie: damage done to the entire arena, but that includes your units).
i got my dictionary u happy smart alek  ??? this is getting ooolllllllllddd oh im sorry old spelled o l d ::)

modman

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Re: Super weapon
« Reply #49 on: 15 February 2009, 20:08:47 »
Leave each other alone!  I feel like a ref at a boxing match!

I like the idea of giving the Behemoth a crossbow.