Author Topic: Glest Ideas Compilation (reposted)  (Read 12070 times)

modman

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Re: Glest Ideas Compilation (reposted)
« Reply #25 on: 16 December 2008, 04:05:20 »
Do you realize how hard that would be?  One good clip could easily be 1000 man hours with the expensive software they use for movie trailors.

wciow

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Re: Glest Ideas Compilation (reposted)
« Reply #26 on: 16 December 2008, 09:41:27 »
Quote from: "modman"
Do you realize how hard that would be?  One good clip could easily be 1000 man hours with the expensive software they use for movie trailors.

Well said, you could produce a full Glest faction in the time it would take to make a few minutes of decent quality rendered video.
Video support would be nice but its way down at the bottom of the list for Glest/GAE improvements.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Omega

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Re: Glest Ideas Compilation (reposted)
« Reply #27 on: 16 December 2008, 15:54:51 »
Don't worry about the video, since if we wanted, it could simply be a still image for dialogue, such as DS era RPGs often have, with a picture of the character and the text in a box. Add a nice background, and maybe edit some videos of the units, and we can have a ok video. I'm personally pretty good, but I really want to see glest with video support. I don't need a sample video or anything, just have support for it (avi, wmv, mpg, or something).
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modman

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Re: Glest Ideas Compilation (reposted)
« Reply #28 on: 17 December 2008, 02:16:58 »
:lol: Need to make a fire in Winter Forest tileset because it's cold? :x

Omega

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Re: Glest Ideas Compilation (reposted)
« Reply #29 on: 17 December 2008, 15:18:43 »
Yeah, if a unit is carrying a resource and you attack them, you should get that resource. So attacking workers benefits you now!
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John.d.h

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Re: Glest Ideas Compilation (reposted)
« Reply #30 on: 18 December 2008, 01:15:06 »
Quote from: "omega"
Yeah, if a unit is carrying a resource and you attack them, you should get that resource. So attacking workers benefits you now!
How about bandits who raid your base, kill your workers, and steal their resources?  Then you'd get the resources back when you kill the bandits, of course.

mictes

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Re: Glest Ideas Compilation (reposted)
« Reply #31 on: 18 December 2008, 10:31:01 »
yes !
like in cossacks

Omega

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Re: Glest Ideas Compilation (reposted)
« Reply #32 on: 18 December 2008, 15:52:58 »
I was wondering, should I make a page in the glest guide (http://http://glest.110mb.com) for this? I've got some excelent feedback on the guide, and this might be a great place to submit ideas for glest.
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modman

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Re: Glest Ideas Compilation (reposted)
« Reply #33 on: 21 December 2008, 03:06:25 »
Well I get what you're saying, but I was talking more about creeps that run around randomly.

modman

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Re: Glest Ideas Compilation (reposted)
« Reply #34 on: 21 December 2008, 03:18:17 »
! OK I have a new idea.  What about booby traps specific to each tileset, or even [advanced, far, far ahead] ones that you can build and are specific to each faction.  Like for Dark Magic I was thinking of spikes that jut out of the ground when someone steps on them.  It could then act like a normal unit other ways...the trap would have attack damage, attack on and off, etc.  But it would not have HP hence it could never be killed, and the spikes would for instance have range zero.  Also I guess they would in essence have to be completely invisable to the AI, and that goes for AI teams and also AI that takes over when the unit is stopped.

About posting the ideas on your site, I don't think that's a good idea, unless you post who said what every week or so.  Then there can be discussion of the ideas.  Otherwise, what good are the ideas to you?

I will copy->paste the top paragraph into the GAE forum somewhere so that someone on the GAE team will see it.

horusofoz

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Re: Glest Ideas Compilation (reposted)
« Reply #35 on: 21 December 2008, 06:41:48 »
Sounds like could be an awesome idea. Just a matter of ensuring each of the traps are well thought out and compatible with the faction. I dont mean in the coding but in the story/background/profile of the faction. I mean the idea is sweet so need to make sure its wel implemented to ensure it doesn't go flat.

prehistoricman

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Re: Glest Ideas Compilation (reposted)
« Reply #36 on: 27 December 2008, 05:52:45 »
0 health for traps?  Unless they are 1 time use, this would be a bad idea.  Area denial weapon anyone?  You could just ring all gold and stone resources with them and then your opponent couldn't use them.  Landmines would be interesting tho.  Give them 1 hp, zero range and splash damage.

verarticus

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Re: Glest Ideas Compilation (reposted)
« Reply #37 on: 27 December 2008, 08:06:29 »
maybe interactive tiles like open/close able gates at the tiles with a lever at one side for that. or magic at a river could make parts higher (not so you could'nt walk through it!) to make the enemy move slower through that part and tech could dig pits in soft dirt to trap units temorarly.

modman

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Re: Glest Ideas Compilation (reposted)
« Reply #38 on: 28 December 2008, 01:04:26 »
You couldn't build them all around the gold because then the enemy would come before you build them all.

I LOVE the idea of having the traps be a one time thing.  Then the traps' attack damage should be 1000000 attack damage because what's the point of having a unit survive your traps?

John.d.h

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Re: Glest Ideas Compilation (reposted)
« Reply #39 on: 28 December 2008, 23:06:12 »
Quote from: "modman"
Then the traps' attack damage should be 1000000 attack damage because what's the point of having a unit survive your traps?
If you wanted to make it more like a landmine, it could give some sort of crippling effect to the victim.  Landmines don't generally kill people, but they have a nasty habit of blowing their legs off.

modman

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Re: Glest Ideas Compilation (reposted)
« Reply #40 on: 29 December 2008, 20:38:26 »
Maybe in the XML there could be some way of describing the effect.  Certain key words do certain things for example.  Words like kill, immobilize, weaken, etc.

Omega

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Re: Glest Ideas Compilation (reposted)
« Reply #41 on: 29 December 2008, 22:55:55 »
GAE has a way of reducing stats, I think. It lets you reduce things like sight to add blindness, attack to weaken, move speed to cripple, etc;
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modman

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Re: Glest Ideas Compilation (reposted)
« Reply #42 on: 30 December 2008, 03:13:50 »
OK then that would work.

About the land mines taking out your lower half: great example of what Tech would have, because I'm thinking maybe beartraps?  Not all traps are like that though, especially those likely to be in Glest.  Magic could have poison darts, like in Indiana Jones.  In Dark Magic, the Spikes, etc.  (Not sure what Undeads would have though).

John.d.h

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Re: Glest Ideas Compilation (reposted)
« Reply #43 on: 30 December 2008, 20:02:16 »
Quote from: "modman"
(Not sure what Undeads would have though).
Skeleton arms that would burst out of the ground and grab you?

modman

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Re: Glest Ideas Compilation (reposted)
« Reply #44 on: 30 December 2008, 22:56:10 »
AWESOME!  Now all I have to do is completely reprogram the AI, learn Blender and animate!
PS I have to learn C++ significanly better too!

horusofoz

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Re: Glest Ideas Compilation (reposted)
« Reply #45 on: 1 January 2009, 04:45:36 »
How about traps that have a single kill on whoever steps on them and another that damage all units within a small radius to 1/2 health or 3/4 health?

Omega

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Re: Glest Ideas Compilation (reposted)
« Reply #46 on: 1 January 2009, 21:03:31 »
Yes, the traps idea is very nice. Traps could have their own xml which would be somewhat like an enchanted effects and enamations tag of GAE. There could be a way to set if the trap can be disarmed or destroyed, as well as ways to reduce hp (hp-value=-1.0 would decrease 100% of a units hp, hp-value=1.0 would completely heal it, hp-value=-0.5 would take off half health, and the same for EP). There could be good traps and bad traps, and perhaps maps could store trap locations. Also, perhaps traps can only be lain in specific locations by specific units.
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anything