Author Topic: A few suggestions for Gae  (Read 4624 times)

verarticus

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A few suggestions for Gae
« on: 10 December 2008, 05:16:24 »
ok how about a die produce thing that when a unit dies (example) golem dies and is replace by two smaller weaker ones in the same spot or different things like that.
and castle building posts there would be four (one at each corner) with a selectable symbol on the ground that you could select and choose what to have build there (arrow tower, stationary catapult, ect.) that would have its own heath.
partner assist (being able to get resources for a partner being able to give units to a partner and so forth)

might think of some more later

titi

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Re: A few suggestions for Gae
« Reply #1 on: 10 December 2008, 09:47:24 »
Yes dieng units which spawn others when dieing is a good idea!
You can create some kind of zombie faction with this feature .... :)
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

daniel.santos

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Re: A few suggestions for Gae
« Reply #2 on: 11 December 2008, 02:03:25 »
Yea, somebody mentioned the unit spawn on death thing before.  This should be possible once lua is integrated because you can just script it as an event in the mod (the faction tree) or even at the scenario of campagne level, but you would usually want to do that in the faction tree.  Also, you may want it to trigger off of a particular unit killing an enemy causes some particular spawn, like Wesnoth zombies do.

As far as "partner assist", that is a good suggestion and would go under diplomacy (previously mentioned on this board, just google "site:glest.org diplomacy" without the quotes), although I don't think the original poster had the ideas you did.  Unfortunately, diplomacy will probably be an 0.4.x or later issue.  It wouldn't hurt to add an enhancement bug for it though.

gameboy

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Re: A few suggestions for Gae
« Reply #3 on: 11 December 2008, 14:23:50 »
Quote from: "verarticus"
and castle building posts there would be four (one at each corner) with a selectable symbol on the ground that you could select and choose what to have build there (arrow tower, stationary catapult, ect.) that would have its own heath.
Ahh, Battle for Middle Earth eh. ;)

Omega

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Re: A few suggestions for Gae
« Reply #4 on: 11 December 2008, 15:35:31 »
Imagine an amphobeon that you could kill only to split into two weaker things. You could kill the weaker ones without them splitting though. Perhaps it could have a chance of spawning new units on death, a way to set the units that spawn, and a way to set an attack type that could be used to kill the beast without it spliting.

ie// if you attack a jelly with an attack that is not energy, it will split.

Not the most neccesary feature, but we can add it to the list...
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verarticus

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Re: A few suggestions for Gae
« Reply #5 on: 11 December 2008, 22:28:51 »
Quote from: "gameboy"
Quote from: "verarticus"
and castle building posts there would be four (one at each corner) with a selectable symbol on the ground that you could select and choose what to have build there (arrow tower, stationary catapult, ect.) that would have its own heath.
Ahh, Battle for Middle Earth eh. ;)

Weeeellllll....  ; )

Quote from: "omega"
Imagine an amphobeon that you could kill only to split into two weaker things. You could kill the weaker ones without them splitting though. Perhaps it could have a chance of spawning new units on death, a way to set the units that spawn, and a way to set an attack type that could be used to kill the beast without it spliting.

ie// if you attack a jelly with an attack that is not energy, it will split.

Not the most neccesary feature, but we can add it to the list...

ya that would be neat. maybe certain kills would also trigger certain things like if the catapult fireball kills a golem it explodes and does an aoe damage around it.

daniel.santos

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Re: A few suggestions for Gae
« Reply #6 on: 12 December 2008, 12:16:57 »
That way this would basically work (as I currently understand it) would be that you have a lua even that's triggered on a unit's death (probably for any unit, maybe you can specify).  Then, in the scripting for that event, you check to see if it's a unit death situation where you want to do your magic stuff and you spawn a new unit from the lua code, so from the lua code you could do whatever you wanted, just remember that you have to figure out how to do it in lua.  For instance, if you want to have some things spawn where a castle used to be, you should make sure that the locations you want them to spawn are free.  Perhaps the easiest way to do this is to make sure you put them in cells that are free in the castle's cell map and then just use offset locations from the castle's loc.  Otherwise, you have to do checks & such to find a place to put it.  Just a few thoughts.

Omega

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Re: A few suggestions for Gae
« Reply #7 on: 12 December 2008, 15:54:30 »
And when you put in lau in 3.0 or any later version, could you add a way to make an action occur for a section of the map using a x,y axis? For example, the top left square of the map is 1,1 and the middle could be like 64,64. We could use this to have units attack precise locations, and place units in specific locations, not just the start locations. Also, perhaps a way to use a timer so that we can send units, lets say every three minutes until this building is destroyed.

Those would make lau way better.
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daniel.santos

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Re: A few suggestions for Gae
« Reply #8 on: 13 December 2008, 02:47:30 »
I haven't seen the Glest 3.2 lua interface yet because I've been busy with other stuff, but I would be surprised if you couldn't do that yet (if not, it shouldn't be hard).  Also, the top left corner of the map is |0, width|, the bottom left corner is |0, 0| (it's all zero-indexed).

hailstone

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Re: A few suggestions for Gae
« Reply #9 on: 18 December 2008, 02:41:20 »
Quote
maybe certain kills would also trigger certain things like if the catapult fireball kills a golem it explodes and does an aoe damage around it.
Yes, different weapons/attacks would result in different death actions.
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verarticus

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Re: A few suggestions for Gae
« Reply #10 on: 26 December 2008, 20:53:49 »
I thought of another Idea. how about white range circles for units with more than two range that show what it can hit and what it can't when the unit is selected. (btw the over 2 range is cause 1 range you SHOULD be able to know already  : p and the horseman has 2 range)

Idanwin

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Re: A few suggestions for Gae
« Reply #11 on: 26 December 2008, 23:50:48 »
no, there should be a hotkey to trigger the unit range and unit sight circle.

~Ilikehotkeys

verarticus

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Re: A few suggestions for Gae
« Reply #12 on: 27 December 2008, 02:35:21 »
Quote from: "Idanwin"
no, there should be a hotkey to trigger the unit range and unit sight circle.

~Ilikehotkeys

...What? I mean it will show it when you have that unit selected. a hotkey wouldn't work unless you mean for on and off which if its on triggers massive slow down probly.

Idanwin

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Re: A few suggestions for Gae
« Reply #13 on: 27 December 2008, 09:51:07 »
I don't like always seeing all those circles.
certainly not on screenshots (they could be removed in photomode).
Most games use a hotkey for that.
By the way, in 3d games it slows the game down a lot (particle effect).

~Idanwin

verarticus

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Re: A few suggestions for Gae
« Reply #14 on: 29 December 2008, 07:13:31 »
Quote from: "Idanwin"
I don't like always seeing all those circles.
certainly not on screenshots (they could be removed in photomode).
Most games use a hotkey for that.
By the way, in 3d games it slows the game down a lot (particle effect).

~Idanwin
well have a hotkey for on and off would work and it will only show on selected units not units romeing about and such so I don't think it would cause that much...

daniel.santos

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Re: A few suggestions for Gae
« Reply #15 on: 29 December 2008, 10:45:36 »
Quote from: "Idanwin"
I don't like always seeing all those circles.
certainly not on screenshots (they could be removed in photomode).
Most games use a hotkey for that.
By the way, in 3d games it slows the game down a lot (particle effect).

~Idanwin
Actually, it wouldn't use particle effects.  If it was done like the current circles around units are done now (for HP and energy) it's only a few openGL calls (very lightweight) but that wouldn't work very well because on un-even ground, it would either be buried or stick up above the ground.  Another alternative would be to draw it on the tile textures much like shadows are currently drawn, that would take more CPU but not too much more.  The downside to that is that you wont see it if it's covered up by units, or objects like trees, stone, etc.

It's an idea worth entering a bug for, but I don't think it will be very high up on the list (so much to do now)

Omega

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Re: A few suggestions for Gae
« Reply #16 on: 30 December 2008, 01:59:49 »
You don't see the circles if you don't have a unit selected. Such an 'improvement' would be totally unneccessary and a waste of coding time. Nuf said!
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verarticus

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Re: A few suggestions for Gae
« Reply #17 on: 30 December 2008, 02:51:46 »
Quote from: "omega"
You don't see the circles if you don't have a unit selected. Such an 'improvement' would be totally unneccessary and a waste of coding time. Nuf said!

no it wouldn't. It would be useful for placing defence units and to tell how far exactly a units can hit rather than just guessing and "hoping" it has a chance of hitting something.

Omega

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Re: A few suggestions for Gae
« Reply #18 on: 31 December 2008, 11:25:04 »
You misunderstood. I mean that it is not worth it to have a hot key to hide the circles. I assume you are talking about an attack range circle, and I agree with that, just not the hiding thing...
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verarticus

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Re: A few suggestions for Gae
« Reply #19 on: 31 December 2008, 15:19:37 »
ok I thought you meant the circle itself.

verarticus

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Re: A few suggestions for Gae
« Reply #20 on: 31 December 2008, 20:52:55 »
I just got another Idea.How about an option to be able to program units (example a tank or something) that has two or more attack to have "separate unit AI" for each attack that way if it is given the command to attack a certain target or area both attacks would fire at the target or targets on the attacks range. Not sure how it would be done but it would be cool to have something like a tank to fire the main cannon at a building while a machinegun on it attacks the units around it.

Idanwin

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Re: A few suggestions for Gae
« Reply #21 on: 31 December 2008, 23:56:33 »
That would require a multiturret-system. And we don't even have a one turret system yet!
But it would be nice!