Author Topic: Post Your Ideas for Glest Improvement Here  (Read 38124 times)

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Post Your Ideas for Glest Improvement Here
« Reply #25 on: 2 August 2009, 11:14:49 »
Tada!

One question silnarm. I'm confused by this 'tech tree hacking'. How can we have a modified tech tree without those xmls, models, etc; Or do you mean only need the ones we wish to change? Suppose it just references another faction, and if the 'hacked' version has a file, it will use that one instead of the referenced one. Or do you mean something entirely different?
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

DragonLink

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #26 on: 2 August 2009, 15:09:04 »
I don't know if someone else has suggested this, but I looked at the other posts and it seems like no one else posted the suggestion that I am thinking of. I am sure everyone has thought of this at least once, so I guess I'll try to speak it out. Multiplayer can be very hard to find a partner at times, and not that many people are on IRC. So I was thinking that when we clicked Multiplayer, a lobby would show up and all the players would show up in the lobby that also want to play (I guess you could put your IP to "log in" to the lobby or something). If you and a player would want to play a game, you make a game and the person joins and there you go! You have a game. Instead of people who want to play glest are scattered across different chat places, we could all group up in this "lobby" and it would be easier to play a game. I'm not a computer expert, so I don't know if this is hard or how long this would take. Just saying its a suggestion  ;D

modman

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #27 on: 2 August 2009, 19:47:28 »
DargonLink, that is a really good idea, but I think it might be hard to create.  But great idea; I'm adding it.

modman

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #28 on: 2 August 2009, 19:53:28 »
Everyone please note that a lot of the new features for the maps will be covered by the new map editor.  So I made a link to a very long list of things I would like in the new map editor.

Mark

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #29 on: 3 August 2009, 00:09:12 »
In a game I played, Heroes of Annihilated Empires, as you travel along the campaign map you can use your hero to liberate "frozen" units.  In glest, there could be collectable creeps that would either be commandable like other units or would follow the hero around and fight with it.  With that feature you could have such lua goals as "Liberate all the townsfolk scattered all over the map" or "rescue the fair maidens and unite them with the hero" or even "fortify your army with auxiliary recruits".  This could make a great campaign feature, but I would guess it to be difficult to implement.

silnarm

  • GAE Team
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Post Your Ideas for Glest Improvement Here
« Reply #30 on: 3 August 2009, 01:08:10 »
One question silnarm. I'm confused by this 'tech tree hacking'. How can we have a modified tech tree without those xmls, models, etc; Or do you mean only need the ones we wish to change? Suppose it just references another faction, and if the 'hacked' version has a file, it will use that one instead of the referenced one. Or do you mean something entirely different?

Xml will need to be replaced, but if you're not changing models etc, all the path="some/path/file.ext" can be changed to relative paths. Doesn't make the xml look pretty, but it works...

This is not a fun task, hence no one does it.  Myself, I'm trying to throw together a scenario using just magitech units, but I can't use the magitech tech-tree because I need to modify things, so I have copied the magitech tech-tree and started modifying it to my needs... When I do get this scenario done, the download will be zipped folders with xml in them, nothing else.

Hacking tool may not have been the best term to use, think of it as a Tech-Tree Manager, it would probably end up being more useful for putting together original techs.

It might look something like this,
Glest Advanced Engine - Code Monkey

Timeline | Downloads

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: Post Your Ideas for Glest Improvement Here
« Reply #31 on: 3 August 2009, 02:24:57 »
Why not just have the scenario's script modify unit availability and parameters?  That's how it's done in AoM and Galactic Battlegrounds.

Mark

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #32 on: 3 August 2009, 02:35:03 »
I thought of a new one.  I was reading about 'rotated climb' and since it is not used anymore, why not re-create it.  it could be called 'slanted climb'.  From what i gathered, rotated climb makes a unit slant when it goes up a hill.  In Stronhold 2, you can't build buildings if the degree of the slant is too high.  I think that instead of doing what glest does when you want to build something on a hill, (find a common height level and duplicate it) it could slant the building.  What if some units would take a movement speed decrease when they are going up the hill and gain it when going down?. 

Also, if things were to get really advanced, if there was a river right below a steep slant the unit could go into the river and drown.  8) but now I'm just talking nonsense.  :D
« Last Edit: 3 August 2009, 18:40:10 by Mark »

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Post Your Ideas for Glest Improvement Here
« Reply #33 on: 3 August 2009, 08:08:34 »
Oh jeeze, if someone made something like that, I'd have to abandon my in developement mod maker, which I just started improving today!
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

Mark

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #34 on: 3 August 2009, 18:41:36 »
To which of the ideas are you responding to?

modman

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #35 on: 3 August 2009, 19:45:41 »
Oh jeeze, if someone made something like that, I'd have to abandon my in developement mod maker, which I just started improving today!
Don't think of it that way, Omega.  If you finish before Silnarm, and it is without bugs, yours can just be a "lightweight" version.

silnarm

  • GAE Team
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Post Your Ideas for Glest Improvement Here
« Reply #36 on: 4 August 2009, 01:18:58 »
Why not just have the scenario's script modify unit availability and parameters?  That's how it's done in AoM and Galactic Battlegrounds.

I'll certainly add such a feature to GAE, but the scenario I'm working on is 'targeting' Glest 3.2.  And a general purpose 'mod manager' program would still be nice.

Oh jeeze, if someone made something like that, I'd have to abandon my in developement mod maker, which I just started improving today!

That was 'just' a prototype I was playing with on the weekend, I did get a little carried away though, and after adding a bit of functionality a decent design kind of 'fell out' of it... So you may not want to spend to much time making something similar, sorry for 'stepping on your toes' so to speak, but when I get it stuck in my head that I need something...
Glest Advanced Engine - Code Monkey

Timeline | Downloads

modman

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #37 on: 4 August 2009, 17:34:12 »
I think that a good idea would be the ability to mount certain units.  For example, if there was a unit, say a horse, then in its properties would be something like "mountable" and underneath would be a list of the units from that faction which would mount the horse.

The actual mounting process would work by selecting the unit you want to mount with, say, an archer, and clicking the button which says mount horse.  Then, if there was an unmounted horse available, it would gallop up to the archer and the archer would do an animation to mount the horse.  Afterward, the archer would be shown as mounted.

When you attack one of these combined units (like an archer on a horse), only the archer takes damage, and only after the archer is dead can you attack the horse itself.  And at no time during the game can you actually command the horse itself.  So when the horse is dismounted, it just stands still.  Then it becomes an available horse to mount.

After the above is programmed, I think it would be cool if you could mount a horse somehow which wasn't on your team, or even you faction.  So included in the horse's XML would be a separate list of units from other factions which could mount the horse.

This feature would definitely add new dimensions of strategy to Glest, because you could then steal your enemy's horses, and ride away with them.  This is like real life, then.

Mark

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #38 on: 4 August 2009, 19:11:26 »
I know that Destriers or Chargers (A knights warhorse) were loyal to the owner.  Maybe if there were different types of horses, some would be more loyal than others.  Of course, taking a horse would cost you an annual sum of food.  Also, Chargers were trained to bite and kick, so maybe the horses could have an attack?

modman

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #39 on: 4 August 2009, 20:30:23 »
I know that Destriers or Chargers (A knights warhorse) were loyal to the owner.  Maybe if there were different types of horses, some would be more loyal than others.  Of course, taking a horse would cost you an annual sum of food.  Also, Chargers were trained to bite and kick, so maybe the horses could have an attack?
Nah, sounds too complicated to me.  You would have to have them attack you before you mounted...

pheder

  • Guest
Complete Translations and better UI
« Reply #40 on: 7 August 2009, 07:56:46 »
Hi,
I'm very irritated by the half-translated form of Glest in the Moment. At the moment it's not possible to translate units and commands, the tech-tree at all is english. Because of that even with the "language: german"-setting it seems to be an english game. I think there are a lot people who don't want to play a game in a foreign language, even if it's english, cause there language-skills just suck. A possible way to resolve this might be language files for tech trees/factions (and maybe resources too, e.g. in Germany not everyone know what "autumn" means), so there is no problem with adding new mods.

My second issue is the UI: In game mode, I often don't see exactly where the map is because of the transparent grey background. Maybe it's usefull to add a border around the map. The options-menu is nice, but a option there to change screen-resolution and window mode would be even nicer, not everyone likes to manipulate config files. When editing a custom game, a preview of the map and the tileset would be nice features, although with a very low priority. The techtree-option isn't placed very intuitively, it should be moved to the top.

For now, those are my most important usability issues, I think usability is a too much ignored part.

~pheder

hailstone

  • GAE Team
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
Re: Post Your Ideas for Glest Improvement Here
« Reply #41 on: 7 August 2009, 08:12:43 »
Thanks pheder.

There is a topic on language files for tech trees/factions somewhere. Maybe someone can find it.

The UI issues, I'm hoping will be addressed with a third party GUI library which I'm currently working on integrating.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

pheder

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #42 on: 7 August 2009, 08:26:49 »
Found it. https://forum.megaglest.org/index.php?topic=4463.0

Just as a matter of interest: Which library do you want to integrate?
« Last Edit: 7 August 2009, 08:30:06 by pheder »

Mark

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #43 on: 11 August 2009, 02:45:32 »
http://img134.imageshack.us/i/gendarmen.jpg/
Above is a drawing I have made of a french 'Gendarme' (tell me if i spelled it wrong) cavalryman.  As you can see, he has a list of armor items.  I did not use the technical words in the hopes that I would get people to actually read them.

I am making a project where I was dismayed to notice and come to grips with how you can only have 8 different resources with a 17" monitor.  I know you say 8 is enough, but what if each breastplate, helmet and sword was a separate resource?  If you have played the game "Stronghold" you will  understand what I mean, and maybe you will agree with me.  I think that it would be really cool if there could be more resources.  This could be done by having 2 rows of resources, or even more, or having less gap next to each icon.  I would really like this to happen.
« Last Edit: 11 August 2009, 02:54:17 by Mark »

Mark

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #44 on: 11 August 2009, 21:24:20 »
Sorry for the double post but I was too lazy to edit my other post.

Here are some ideas:
1. Hiding:  This could be a certain spell that some units can cast that renders them completely invisible.  They could either be immune to enemy splash attacks that occur as collateral damage, or they could be damaged by them.  When they do this they will be rendered semi-transparent by the engine.  This could be a useful feature for both deploying your armies in secrecy, and operationally flanking your foes, or helping a Hero on a certain mission.  Of course, this feature would either require gold, another resource, mana (or Energy Point), or movement speed.  
2. Flying:  This is very similar to the hiding, except that the unit would fly.  
3. Trading:  In games like Stronghold, you have to send resources around your estates.  In almost all complex turn based and real time games, you can trade with allies and foes through diplomacy.  An exceptional example would be Civilization 4.  Maybe  a stripped down version could be created.  
4. Rotating Buildings (with MMB):  This feature is as simple as it sounds.  When you are building a building, you should be able to choose what direction it points.  This would be essential for having shipyard buildings.
« Last Edit: 11 August 2009, 21:36:29 by Mark »

modman

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #45 on: 11 August 2009, 21:40:26 »
Thanks, I'll add those.  I think that for the hiding command, you would only be able to carry out it if you were out of sight of any enemies.  For example, you couldn't suddenly become visible in the middle of the enemy town.

Also, for rotating with MMB, the meeting point should be also shown in the building preview, so you can face it in the direction you want to.

Another feature I would like to see would be viewing a faction diagram ingame.  Sometimes, learning a new faction can be hard, so if there was a button on a menu in Glest somewhere, or a hotkey maybe, that would be nice.  The best way it could be done, I'm not advocating it, but it would also show progress in the faction graphically.  So I would say the a modder should include a PNG in the faction's main directory, and the faction.xml would link to the image, sort of how it does with the music, so the image could also be optional.  Then Glest would center it on the screen when you view it.  The game should also be paused when you view it, because you won't be playing while looking at it, most won't play multiplayer in a situation where they would look at the diagram anyways.  Maybe in multiplayer, the game would not pause, but you could still view the faction diagram.
« Last Edit: 11 August 2009, 21:46:42 by modman »

Mark

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #46 on: 12 August 2009, 00:47:08 »
2 more:
1.  When viewing LUA messages, the game should automatically pause.  That sounds handy and simple at the same time.
2.  The meeting point should be set with the MMB.

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: Post Your Ideas for Glest Improvement Here
« Reply #47 on: 12 August 2009, 01:23:45 »
Click me! :)

  • Water units
  • Clifs
  • Host can pause multi player
  • Only loads the techs you pick
  • Treaties
  • Modes (you press "M" and a menu pops up and you can pick friendly or attack, so wen enemy comes your units don't instantly attack {for treaties}.)
  • Teams can trade resources
  • ECT...

The GAE that silnarm posted has lots of thees features, But still bugy.

Click here to see silnarms GAE topic.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Post Your Ideas for Glest Improvement Here
« Reply #48 on: 12 August 2009, 08:50:01 »
Elimnator, the 'load tech trees you pick only' in GAE is 100% functional, with no bugs. Water units are also functional, but they are very complex to use, and currently can't be done so that a unit must be both in water and on land, though silnarm's working on that.

I totally support rotating buildings, as that would be very good. However, not with the MMB. We cannot have a function depend solely on a button only on new mouses (well, maybe not THAT new, anything newer than ten years...). Since some mouses and no laptops have this, it would be more logical to use 'r', or even both.

Along with hidding, I support a similar feature: stealth. Stealth is like hiding, but the unit cannot attack, and is seen by the player, but the CPU won't attack it, and in multiplayer, the model is removed (totally invisible unit) on the other player's screens. We still see our player, and it cannot be attacked. The modder can also add resource requirements and ep requirements. The EP requirements can be used like a timer, as once the person runs out of EP, they lose their stealth. Stealth would be great for units such as bandits, the stealth bomber of military, invisible units, theives, spies, ninjas, etc; It could be a better alternative for invisibility, perhaps easier because it only needs to have the AI not attack it, and not to render the model on other player's screens in multiplayer (so it checks the stealth'd units team, and all human/network controlled players that are not on that player's team will have the model replaced with a none model and the unit size would become 0 (as though they were not there), their units wouldn't automatically attack, and manual attacks wouldn't be possible. The minimap would not show anything with the attribute 'stealth'.

Treaties sound nice, but are probably far off in the future. To go along with them, we should have the ability to 'talk' to allied players. In multiplayer, I could coordinate an attack with my human ally, to ensure that we can attack the AI properly, rather than just throwing units one at a time. However, with a CPU ally, there should be code words that can be chatted using the chat system to tell the ai when to attack. ie: if we say 'attack faction 2', the ai prepares to attack faction 2, although they may need a random time span to prepare. The ai might also respond, such as by saying 'roger, preparing for large scale attack'. Then maybe say, 20 seconds later, they might say 'moving in, attack commencing'. That doesn't need treaties, and would be the first step towards them. By having the AI reply from a list of possible things to say, the ai appears ti be smarter, even though it hasn't changed one bit. It also would give a fun reason to play as a team. Other commands could be 'help' (call the ai to assist your base), 'defend your base' (logical), etc;

Once we get treaties in, there should also be avatars, which are just still images (with a size limit) which can be seen when talking to a player, such as in a trade screen. This avatars would personalize the player a bit. My proposal for the trade screen is something similar to Civ 4, where we have a list of units and resources for each player. Players can trade units or resources (but not upgrades) with players. Even if the player's factions are different, they could still trade, such as magic trading 5 battlemages for 5 guards with tech. This could be far more interesting because it can help players overcome unit weaknesses, however, they still have to be careful of the fact not to anger the people they may want to trade with, since it would be completely optional.

Of course, treaties may be pretty far off, but hopefully within a year or two, especially with the amount of enthusiasm. Seriously, we should go to coding boards and try and interest a few programmers in giving a hand. Even just small things like pausing during lua messages (a must) can be implimented, one at a time, until glest rules the RTS world! Heh, maybe... Still, it seems like a good idea.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

modman

  • Guest
Re: Post Your Ideas for Glest Improvement Here
« Reply #49 on: 13 August 2009, 03:51:03 »
  • Water units
  • Clifs
  • Host can pause multi player
  • Only loads the techs you pick
  • Treaties
  • Modes (you press "M" and a menu pops up and you can pick friendly or attack, so wen enemy comes your units don't instantly attack {for treaties}.)
  • Teams can trade resources
  • ECT...
I guess I need to be a bit clearer on what this topic actually is.  This topic is a list of things we want for Glest, but since GAE soon will be the new Glest, it is a list of features we want in Glest.  But a Glest noob doesn't have to understand that to post here, because they just want to record their idea and have it implemented in any version of Glest.

I think that only the third and the sixth ideas you mentioned are not implemented or listed on my list on the initial post.  You mentioned cliffs twice, as well.  You should definitely check out my list of new map editor ideas.

 

anything