Author Topic: Post Your Ideas for Glest Improvement Here  (Read 38123 times)

modman

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Re: Post Your Ideas for Glest Improvement Here
« Reply #50 on: 13 August 2009, 04:03:38 »
Along with hidding, I support a similar feature: stealth.
Actually, what you propose is what I had in mind; I just forgot to mention it! ;D

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.
Um, you can talk to your allies.  But talking to the AI would be very nice.  The AI is so stupid, I think that being able to somewhat command them would be a good feature.  It would also enable the player to utilize his intelligence, and the AI would look a little smarter, at least in multiplayer...

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.
That would be cool.  But maybe more trouble than it's worth, unless you can keep your avatar from game to game.  I don't want to have to reselect it every time.  Maybe there could be a list of default avatars the player can choose from.

Seriously, we should go to coding boards and try and interest a few programmers in giving a hand.
Post some links, I'll gladly go on a crusade to further Glest development! ;D

Coldfusionstorm

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Re: Post Your Ideas for Glest Improvement Here
« Reply #51 on: 13 August 2009, 07:53:45 »
Ive seen some interesting things inhere.

but ive showed glest to my freinds, and a couple of them wasnt like trying out new stuff and other other well, he had some valid points.

first of: Menus And LAN lobby.

When you first download the game you will quickly discover that you have no menu wich is strange for a lot of people, also this might prevent some from getting into the game pga thier give up because thier cant figure out to change resolution.

So. Ingame Video settings. followed by a restart of the game if thats needed. much like current games :D
and ingame menu.

The basic point being a ingame menu, with options. that would be awsome.

a LAN lobby,or pahaps not a lobby even, just so that you can SEE who you joined, and what faction you are, and the ability to chose faction.

these are what i think scares people the easyiest away.

also there is shortcuts, aka Hotkeys. those few hotkeys in the readme are NOT gonna cut it.

this would make me play glest much more regulari than i do now. and it would improve the game by a TON. i mean, this seems like small things, but its really very game improveing.

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modman

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Re: Post Your Ideas for Glest Improvement Here
« Reply #52 on: 16 August 2009, 01:34:59 »
I'm beginning to post these ideas on the GAE sorceforge site.  Is this OK?

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Re: Post Your Ideas for Glest Improvement Here
« Reply #53 on: 16 August 2009, 06:32:24 »
It might be more consistent if they're on https://bugs.codemonger.org/ as enhancements. I'm not sure that it really matters.  :-\
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Omega

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Re: Post Your Ideas for Glest Improvement Here
« Reply #54 on: 16 August 2009, 08:28:28 »
Post some links, I'll gladly go on a crusade to further Glest development! ;D

cboard.cprogramming.com
http://messages.yahoo.com/Computers_&_Internet/Programming_Languages/forumview?bn=6600635
http://www.codeguru.com/forum/
forum.codecall.net
http://www.programmingforums.org/
http://www.dreamincode.net/
ubuntuforums.org/forumdisplay.php?f=39 (note that it's limited to one board, and all users are probably linux)
www.gidforums.com/f-28.html
www.mycplus.com/forum/
forums.devshed.com/c-programming-42/
www.daniweb.com/forums/forum8.html
www.hotscripts.com/listing/c-and-c-programming-forums/

Please note that I did not test many of these sites. I have used a few in the past (2) and they are very good. I cannot certify wether or not you will be able to attract coders to help with glest on any of these or not. I also didn't check the rules, though they shouldn't restrict asking for coders to check this out. Some (perhaps most) will have announcement boards for announcing programs, which is the best place to recruit, unless they have a help board (which many should).
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kazakore

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Re: Post Your Ideas for Glest Improvement Here
« Reply #56 on: 17 August 2009, 08:05:57 »
OK just tried to create a new thread but it timed out while writing. Luckily for you I saw this before resubmitting it (luckily for me I managed to C&P it.) Not read through the whole of this thread yet but will do next.

OK I only downloaded yesterday, played the two tutorials, got caned at Anarchy scenario so created a basic 1v1 and played a couple of time until I figured the strategy to win. Have to say it's not looking a bad game. I found it through the list of Freeware games on Wikipedia, looking for a RTS I can play against my housemate and this and BosWars (which I am yet to try but the your documentation seemed so much better so have trialled you first.) I very much doubt I'll mention anything that hasn't been brought up a load of times before, some may be in the latest beta for all I know, but a quick look at the development list didn't seem to bring them up on the whole.

As usual I'm waffling now. Only really played Tech so comments are mainly based around them but think most of it transfers.

You should be able to right click on the map. Currently you can left click and go to a location but if you right click it clicks to the position underneath the map.

Basic defences should be available from the beginning of the game. The ability to build walls to channel the enemy and protect your more vulnerable/valuable buildings. A wooden tower is a very basic structure and the defence tower should be available from the start. Maybe have them as empty towers then it is up to you to populate them with archers or other basic ranged infantry unit.

Repair/Heal mode enhancement. It would be nice to be able to put units into an auto mode where they will repair and building or heal any unit within a radius of them, moving to next unit within that radius once finished repairing/healing current. Also I think a hospital, where you just need to put injured troops nearby, would be a good addition for the Tech faction.

Would be good to be able to select more units at once as the current limit seems very small. Within a selected group you should also be able to single out a character by clicking on the avatar on the right, currently it clicks on the ground underneath. Maybe little health strips on each avatar as well (although if selection size is increased I imagine you will have to group like units together so this may complicate things.)

Day/Night (?). Does it make much difference? It would seem so from some things I have read but I haven't seen anywhere that clearly states what. I imagine sight and other attributes are reduced and this could be different for each type of troop. A night modifier number in the description may be useful if this is the case.

It appears that there is no advantage when holding position except your troops don't chase after the enemy. When guarding a position you should have a defence bonus, ranged weapons should have increased distance  and maybe other subtle modifiers. This may already be the case but it isn't clear.

When you are attacked there should be an audio alarm (or is there one already I missed?) and a keyboard shortcut to instantly jump to the position on the map. Also the map should have an animation to make it easy to see any skirmishes currently going on.

Patrolling would be nice but believe I have already seen that on your to do list.

Um sure there are more minor points. Don't want it to seem like I'm complaining, seems the most complete free RTS currently available and I appreciate and respect the work you guys are doing. Just wanted to give some observations from somebody who is new to this particular game.

Not directly game related but I have noticed that the http://glest.110mb.com/mdc.php links to Titi's page for the Advanced Tutorials, whereas they are actually at http://www.glest.org/files/contrib/tutorials/ Not downloaded them yet but will today and give them a play too when I get the chance. Could whoever maintains the Glest Guide site correct this.

Thanks for reading all this :)

EDIT: Added some bolds. Sorry about the mess. Also from reading the site I see that GAE is taking over and I have to admit I have no idea of the advancements made with that program yet.
« Last Edit: 17 August 2009, 08:56:37 by kazakore »

Omega

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Re: Post Your Ideas for Glest Improvement Here
« Reply #57 on: 17 August 2009, 09:10:55 »
OK just tried to create a new thread but it timed out while writing. Luckily for you I saw this before resubmitting it (luckily for me I managed to C&P it.) Not read through the whole of this thread yet but will do next.
Welcome to Glest.

You should be able to right click on the map. Currently you can left click and go to a location but if you right click it clicks to the position underneath the map.
This can already be done with GAE (details at bottom of post)

Basic defences should be available from the beginning of the game. The ability to build walls to channel the enemy and protect your more vulnerable/valuable buildings. A wooden tower is a very basic structure and the defence tower should be available from the start. Maybe have them as empty towers then it is up to you to populate them with archers or other basic ranged infantry unit.
This is really all in the mod, not the programming. However, the AI would need to be improved before any walls of anything can be added, since the AI doesn't know what to do.

Repair/Heal mode enhancement. It would be nice to be able to put units into an auto mode where they will repair and building or heal any unit within a radius of them, moving to next unit within that radius once finished repairing/healing current. Also I think a hospital, where you just need to put injured troops nearby, would be a good addition for the Tech faction.
Once again, it can be done in GAE. However, buildings are no good for healings. However, if you use GAE's healing RANGE, then buildings should work fine, though the mod must be designed for GAE then, and having a unit 'go' to the hospital is impossible.

It appears that there is no advantage when holding position except your troops don't chase after the enemy. When guarding a position you should have a defence bonus, ranged weapons should have increased distance  and maybe other subtle modifiers. This may already be the case but it isn't clear.
That is agreeable. It would be very nice. For now, hold position is used for two things: having a unit guard one area without moving, such as if you don't want them to run off, and for defensive buildings, notice how you just toggle attack on or off, rather than choosing a target? This is because it is a hold position command, not an attack command.

When you are attacked there should be an audio alarm (or is there one already I missed?) and a keyboard shortcut to instantly jump to the position on the map. Also the map should have an animation to make it easy to see any skirmishes currently going on.
GAE already has an offscreen attack alarm, though I am not sure if it is functioning. Must check. No hotkey yet, though I wouldn't expect them not to.

Patrolling would be nice but believe I have already seen that on your to do list.
Again, GAE has patrolling (moving back and forth in an area, attacking anything in sight) as well as guarding (following a unit, attacking anything in sight).

Not directly game related but I have noticed that the http://glest.110mb.com/mdc.php links to Titi's page for the Advanced Tutorials, whereas they are actually at http://www.glest.org/files/contrib/tutorials/ Not downloaded them yet but will today and give them a play too when I get the chance. Could whoever maintains the Glest Guide site correct this.
That would be me. Thanks for pointing that out. I didn't realize that.  It should be fixed now. As well, all updates for newer stuff should be updated within a week or so.

*GAE, or the Glest Advanced Engine, has its own board here at the glest board, just choose it from the index list, or use the drop down options box at the bottom of the page. The topic named refering to gae version 0.2.12 has a download for the newest version, while glest.codemonger.org is the official site, and has the last stable download (though the new version works 100% for me). I strongly recommend it for everyone, as it is actively developed and far better than vanilla glest (that is, standard glest).

Eitherway, have fun, and happy, um... glesting (cool  8) , I made a word. Time to contact webster. That should be fun. Haven't seen them since 'eh').
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kazakore

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Re: Post Your Ideas for Glest Improvement Here
« Reply #58 on: 17 August 2009, 10:23:22 »
Thanks for the detailed reply Omega.

As I said hadn't really looked at Glest when I made that post. The website itself has no information on it (non of the navigation links do anything, as I mentioned on their section in this forum) and the wiki just seemed to show hows things were different in the xml for extra functions, which for a newbie like me will take a while to pick up. Did have a quick flick through after posting this and noticed the attack alarm was in it at least. Was looking for something written more for the layman at the moment although will delve into things if I stick with the game.

modman

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Re: Post Your Ideas for Glest Improvement Here
« Reply #59 on: 17 August 2009, 20:57:16 »
Basic defences should be available from the beginning of the game. The ability to build walls to channel the enemy and protect your more vulnerable/valuable buildings. A wooden tower is a very basic structure and the defence tower should be available from the start. Maybe have them as empty towers then it is up to you to populate them with archers or other basic ranged infantry unit.
This is really all in the mod, not the programming. However, the AI would need to be improved before any walls of anything can be added, since the AI doesn't know what to do.
I think walls could be implemented, and a quick AI "cheat" for the programmer for now would be that the AI simply doesn't build walls at all.

Oh, and thanks kazakore for all of the new feature requests; I'll add the ones we don't have already. ;)

//Edit: I've finished reorganizing the ideas finally ;)
« Last Edit: 17 August 2009, 21:04:30 by modman »

kazakore

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Re: Post Your Ideas for Glest Improvement Here
« Reply #60 on: 17 August 2009, 23:14:09 »
Another one that hasn't been mentioned and wouldbe very good.

Map Preview at selection. Just a small image with basic kinda outline with locations of spawn spots. Especially helpful for maps like Conflict, which are small maps designed for 2x2 and if you put yourself and an enemy on slots 1 and 2 then you start right next to each other, which is no good. Nice to have a rough idea what the map will be like before playing anyway. Hopefully it can be visible in the lobby as well (or is it? not done multiplayer yet...)

modman

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Re: Post Your Ideas for Glest Improvement Here
« Reply #61 on: 18 August 2009, 00:35:50 »
Another one that hasn't been mentioned and wouldbe very good.

Map Preview at selection. Just a small image with basic kinda outline with locations of spawn spots. Especially helpful for maps like Conflict, which are small maps designed for 2x2 and if you put yourself and an enemy on slots 1 and 2 then you start right next to each other, which is no good. Nice to have a rough idea what the map will be like before playing anyway. Hopefully it can be visible in the lobby as well (or is it? not done multiplayer yet...)
Nice!  I forgot that one.

Mark

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Re: Post Your Ideas for Glest Improvement Here
« Reply #62 on: 18 August 2009, 01:45:15 »
You mentioned night and day, kazakore.  Currently I have no knowledge of differences, but I think a feature could be implemented that helped some units at night and others at day.  It could be called Nocturnalism.  I don't really like that idea, but some units could take armor and sight hits at night, and others at day.

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Re: Post Your Ideas for Glest Improvement Here
« Reply #63 on: 18 August 2009, 02:02:28 »
I'm in favor of units having different sight values at night and day.  That would give a big advantage to a lot of non-human units, I think, since a lot of animals can see better at night than humans can, but we humans have great daytime vision.  I kinda like the idea of other things being adjustable based on night/day cycles, but I think that would be secondary to the vision thing.

Omega

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Re: Post Your Ideas for Glest Improvement Here
« Reply #64 on: 18 August 2009, 08:31:03 »
Agreed, this was mentioned before in an earlier post.

I'm just going to copy the Glest Guide's improvements (aka: suggestions for improvement) page:

Quote from: Glest Guide
Glest is a fantastic game, but like all games, it is not perfect. This here is a compilation of ideas that programmers such as Martino and Daniel.Santos could use for the Glest and GAE projects. The first list is organized by catigory, but at the bottom of the page is the top five most wanted. To prevent complicating this, I'm afraid that there is no credits for this part, and please don't expect any.

AI
This section concerns anything related to Glest's AI (Artificial Inteligance) and computer controlled players.

   1. Extra Attacks: AI in Glest only like to use the first attack, and will only use other attacks if there is no way to attack the only enemy there is with the first attack. For example, if a battle machine is fighting a lone airship, it will switch to its second arrow attack. However, if there is also a swordman in the battle, the battle machine will attack the swordman with its primary attack first. This can make the computer AI weaker. The AI should be slightly adaptive, trying to use attacks properly, such as using a high splash attack when enemies are bundled close together, as well as trying to utilize weaknesses and attempt to defeat stronger, more threatening enemiesw first. For example, if you attack an enemy village, you should attempt to kill the attacking horseman before you attack the harmless blacksmith. Allowing other attacks should help balance the computer-human balance.
       
   2. Regroup: AI should regroup a set ammount of spaces, say every 20 spaces, and wait until all units are in that area before moving yet another 20 or so spaces. While this could slow down the enemies attack, it would also allow the enemy to attack at the same time, rather than be spread out, which generally weakens the AI a lot. However, exceptions would need to be added so that units that are very slow are excluded from the regrouping, so that we don't spend a long time waiting for the golem to catch up. Regrouping will strengthen AI and make them more realistic.
       
   3. 'Smarter' Splash: When the AI, either yours, an ally's, or an enemy attacks with splash, they can easily kill there own units. For example, the archmage will most likely kill a daemon that is attacking an enemy as well, since the splash affects the daemon too. Currently, the damage-all value in the XMLs, which is supposed to prevent the splash from damaging friendly units, does not work. Even if it did, the attacks should damage the units in the splash radius, regardless of the team. However, we should not have to kill off three of our guards just to defeat one enemy ghost armor. When a unit with splash attacks, perhaps it could calculate if the attack is worth it, by adding up values such as HP or a rank, and if there is more to gain, the attack goes on, and if it appears to be mostly negative, the attack is canceled, but can be overridden by the human player.
       
   4. Unneccessary Buildings: There's no need to build multiples of buildings such as the library, blacksmith, etc; which produce only upgrades. A value in the XML could specify the max number to build, and possibly even the min distance between each. It is a huge waste of resources as well as crowds the base to repeatively build these buildings. A min distance setting can help spread out building, so that we can not have two castles within say 20 spaces of each other.
       
   5. Exploring the Map: The AI is not the best at exploring different parts of the map. An ultra AI is more likely to explorer more, since it can stablize a base faster and move on to the next one. However, the AI shouldn't build a new base just because it found two gold rocks 20 paces away. It should build new bases where ever there is a decent amount of most resources, and enough room to allow a stable base to be built. It should also look for other patterns, such as the number of paths leading out of that base (more places to defend) as well as the accessability of the base.
       
   6. Random Attack Paths: When attacking, the AI always likes to take the same route. The first wave of attacks is the hardest to defend from, but once you see where the opponent will attack from, you can easily defend it. So to counter this, the AI should be able to calculate different atack paths from one point to another, and randomly choose one when attacking.
       
   7. Difficulty Levels: To prevent people from complaining that the game is too hard/easy, the difficulty levels should be split so that when you choose to make a player computer controlled, there should be a number of choices for difficulty, including easy (slow AI which are slower to react and attack), normal (normal AI which resemble the current AI), ultra (an improved ultra which can adapt to your actions and is fast to react and attack), and finally, a custom otpion which would give you the ability to set the game speed, the AI's reaction speed, the strategies the AI will use, wether the AI follows random paths, and many other options.
       
   8. Strategies: There is no way the AI will ever be as good as a human. Its just not possible. AI can have more health than a human, or be faster than a human, but it'll never think as good as a human. Most people think that computers are so very smart, since they type so neat, do math equations in the blink of an eye, and perform so many other tasks. Truth be told, the computer isn't smart at all, but is actually quite dumb. It needs to be told what to do, and even then, the computer can't act like a human can. It can't adapt to a humans behaviors, nor can it interact to work out a perfect strategy like humans do. It can't do any of that stuff, but with good programming, it can be preset for tactics and strategies. Glest could have some set strategies such as all out, defensive, surrounding, attacking workers, etc; It could randomly cycle through strategies and change mid-battle to make it more challenging and more realistic.
       
   9. Just run all ready: The AI never seems to retreat. After defeating a player, it should retreat back to its base, and if there is unattackable units, such as an invisible, untouchable energy thing, it should still retreat. No point standing there, leaving your bases unprotected. Melee units should also retreat when encountered by an air unit with no methods of attacking it. Finally, if you attack a base, only to fin that you are severely outnumbered and outstrengthed, you should retreat. Suppose you attack a base with 6 daemons while the base is occupied by the same number of battle machines along with some archers and guards? You won't be able to so much leave a scratch on the foe, so why not back off until you have a more sizable attack force? Retreating may sound cowardy, but it has its uses.
       
  10. Return Position: Already done in GAE, units often go running everywhere after attacking units, weakening you, as well as disorganizing you. You can't use hold position with melee units to keep them organized, so they gotta run around. But at least have them come back when they're done!
       
  11. Stealing Resources: If attacking a unit that is carrying a resource, such as a worker, you should get that resource (though you'd lose it if killed). This would add more benefits to attacking workers, as well as add realism. I mean I've never heard of someone killing a guy, then leaving a big pile of gold just sitting there!
       
  12. Suicide: Units should be capible of dying in exchange for resources, to clear them out of the way, etc; While not the most useful, it could still help improve the game. AI would have to be instructed with very strict rules about this though. While you could morph the unit into nothing (the morphing animation is the destruction model, while the new completed units animation is the none animation), this is not the most affective because the AI have a tendency to now gather around this invisible unit, which cannot be attacked or anything. Would be so much easier to add the ability to suicide and allow resource requirements to go with any skill (possible in GAE, but not Glest).
       

Tilesets, Scenarios, and Map Making
This section concerns tilesets, the XMLs with tilesets, the maps, Glest's map making program, scenarios, and lau scripting.

   1. Undo: Allowing you to undo in Glest's Map Maker would save tons of time and sorrow. Currently, if you make a mistake, tough luck, you're done. You to find a way to do over it, either by raising/lowering land you accidently raised/lowered, or by replacing a misplaced object with none. Utilizing an undo function to keep history of all you actions, and to go back (hence, undo) each one with a button would be great. Add the standard ctrl + z hot key and you're good to go!
       
   2. Right Click, Left Click: Putting two objects, one on each mouse button, would make it easier to make maps with objects. We could have the object we're working with on one mouse button, and one on the other. Nice and easy to use. Low priority, but handy, none of the less!
       
   3. More Lau: While Lau is very new to Glest, it is taking off quite nicely. If we add the ability to create units in a location by using a grid, that will be a major breakthrough. It is quite simple, and is possible with pos.x and pos.y in the source code. While simple to impliment, it is quite easy to use. We'd just say something like: createUnit('unit_name', 0, (pos.x,pos.y)) in the lau script. Another handy function is a time, also possible with ctime. The timer would allow you to set the game to perform a command after a certain amount of time has passed. For example, it could look like createUnit('unit_name', 0, (pos.x,pos.y), time(50000)) where the time is the time in miliseconds (1/1000s) that is waited before carrying on the command. That example would produce a unit in 50 seconds. Finally, ways to initiate video, images, as well as pause the game for a set ammount of time would be useful. Perhaps the game should auto-pause while displaying messages...
       
   4. Video: Adding the option to display video in lau would be quite nice. While it is true that a poorly made video can be very bad, and lots of work is required to make these videos, it would be nice, even if simple. They could be used as an alternative for showing message boxes. This would allow you to have your own personallized text boxes with images of the character speaking next to it. Perhaps I am being a little too Labyrinth located, but it would be nice to feature video. AVI, MPG, WMV, FLV, or a related format (perhaps even a custom format that could be converted from these formats that would have a low filesize and special features would be quite nice.
       
   5. Animation in Tilesets: Tilesets could use animation, such as bubbling swamps, swaying trees, burning fire, etc; etc; etc; There's no denying that animation would be well recieved. While completely optional, it could add some realism to the faction, as well as leave room for innovation. Glest is no longer about just what came with it, but now it is loved because of its modiblity. So we should open up paths for functions like that. Animation is great, nuff said!
       
   6. 3D Map Maker: While no one knows how this will work, it should go into the glest directory, find tilesets, so that you can change the tilesets and see the map. At the very least, a way to quick preview it that will open the map with no fog of war and no units, just the bare map, with the ability to take a screenshot of the entire thing with a push of a button. If not 3D, at least utilize a preview. Never hurt.
       
   7. More functions for Tilesets: Tilesets give very little options for objects. In fact, the only option given is wether the object is walkable or not. We should be able to add cellmaps, sizes, perhaps damage values and stuff to make parts like traps. It would allow more customization in tilesets, and add to the overall appeal of Glest.
       

Other
This section covers everything concerning Glest that doesn't fit into either catigory.

   1. Error Verification: I've seen the source. When Glest encounters an error, it takes note of it and closes. What Glest needs to do is take note of ALL errors, and then save them to a file before closing. This will ensure that we don't spend hours fixing every little error. Glest isn't even crashing. It's just told to close on its own accord. If Glest is told to record all errors before it closes, I'm sure modders like myself will be quite happy. Also, errors in Lau scripting need to be clearer and better explained.
       
   2. Night Bonus: Some people have asked for a new thing that could optionally be placed in the XML, preferably in the properties tag. This is the Night Bonus, a boost of stats at night, which is quite possible in the source, and would work similar to getting an upgrade that automatically takes affect at night, and wears off in the morning (think, werewolves).
       
   3. Water Thirsts: There's no denying that lots of people want a water field. While many people don't know how it will work, they all must agree that it would be pretty cool, especially with amazing possible units such as a Levithan (great water beast) for magic or a sub/boat for tech. There could also be water/land units that change from a swim to a walk for multi fields.
       
   4. Ranks: Ability to make a section of the XML which is optional, but gives the rank of the unit (the importance), as well as gives a better depth on how to use the unit, telling wether they should be used defensively (keep at base for defense, such as the Golem), used offensively (attacking, such as the horseman), scouting (for checking on enemy, such as an initiate), or many other options. It would be an affective way of improving AI, which can be quite bad at times, such as when it stops working properly, sometimes failing to harvest resources or build beyond the farm.
       

Website
This section is for Glest.org and the Glest Board, as well as the Wiki.

   1. Wiki Improvements: Unfortunately, the Glest Wiki is not very popular and is not very well advertised. As a result, it is often behind times, and not very informative. Improvation is very difficult, since wikipedia demands a certain degree of quality, but the Glest Wiki's main problem is its lack of members. Not enough people post information on it. Normally, the Glest Board and this website can give you enough information about Glest.
       
   2. Wiki Link: While very minor, there was a small complaint that the link to the wiki should be posted on the top of the glest.org page, along with the download, info and other links. Low priority, but some people won't even know about the wiki!

I just copied it, so some ideas may have been said, some may have been already done. Note that there is a user section on that page found at http://glest.110mb.com/improvement.php which allows you to post your own ideas (no registration, etc required).

Edit the MegaGlest wiki: http://docs.megaglest.org/

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

Coldfusionstorm

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Re: Post Your Ideas for Glest Improvement Here
« Reply #65 on: 18 August 2009, 08:46:42 »
I'm in favor of units having different sight values at night and day.  That would give a big advantage to a lot of non-human units, I think, since a lot of animals can see better at night than humans can, but we humans have great daytime vision.  I kinda like the idea of other things being adjustable based on night/day cycles, but I think that would be secondary to the vision thing.

This should be able to be set custom in the.

in fact, this would be the same thing a value for day and night, fx you should be able to define in all sub skills.

<unit>

<parameter>
</parameter>

<skills>
<name="w/e">
<attack_type="Vampire_hack_slash">
        <night="1"> (means useable only at night this sub category should be able to be put into all skills /commands? im not too strong in the XML's yet)
</attack>

</skills>

<commands>
</command>

</unit>

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kazakore

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Re: Post Your Ideas for Glest Improvement Here
« Reply #66 on: 18 August 2009, 11:31:48 »
What about the possibility of spherical maps? So if you go off the right edge of the map yo appear at the left, top/bottom. Think you might want larger than 128x128 for that though...

wciow

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Re: Post Your Ideas for Glest Improvement Here
« Reply #67 on: 18 August 2009, 13:42:07 »
What about the possibility of spherical maps? So if you go off the right edge of the map yo appear at the left, top/bottom. Think you might want larger than 128x128 for that though...

I'm not an experienced coder but I'm pretty sure that would require a very big  rewrite of the engine.

Also someone above mentioned that they wanted a map preview. This should be possible with the new Gui that Hailstone is implementing. 

https://forum.megaglest.org/index.php?topic=4526.0
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modman

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Re: Post Your Ideas for Glest Improvement Here
« Reply #68 on: 18 August 2009, 17:13:19 »
I found this really cool wiki page for possible tactics the AI could use.
http://en.wikipedia.org/wiki/List_of_military_tactics

I think that if a bunch of these were programmed into the engine, the AI's attacking ability would be increase, and it would hardly seem like the AI was cheating.

Omega

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Re: Post Your Ideas for Glest Improvement Here
« Reply #69 on: 19 August 2009, 04:55:59 »
I fully agree. Improvement of the AI is a must. As well, the ability to communicate with the ai as mentioned earlier to force it to do some ai rules would be great. While in that area, I think AI Mood would determine how well they obey you, and how they play. Some AI would be agressive, some would be technological, some would be expansive, some would be defensive, etc; This is similar to in Civ IV, and moods can change depending on what you do. For example, a foe is more likely to become defensive if you have a lot stronger army than them, or offensive if you are weak. They might be expansive if they are small, or technological if they find themselves very limited in unit choices. Once trading is implimented, they could also be financial, etc; and their mood will determine how they trade, and what they may trade. For example, an aggressive foe will not trade an attacking unit for a defensive unit. But an expansive foe might trade a warrior for a worker (or two).

Yeah, it's really biased towards Civ IV. What can I say? It's a very good example.
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kazakore

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Re: Post Your Ideas for Glest Improvement Here
« Reply #70 on: 19 August 2009, 11:35:18 »
How about a very simple one. The ability to click on a resource (say gold) to see how much there is left to harvest.

Omega

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Re: Post Your Ideas for Glest Improvement Here
« Reply #71 on: 19 August 2009, 19:44:58 »
Good idea. Also: Tooltips which can be added in the XMLs. It can add cool descriptions for producing units, upgrades, special moves, etc; while also informing new players on what the command does. Beats being limited to just a name. As well, upgrades are often very blind, since we may not know what it does, unless it is just stat boosting.
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silnarm

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Re: Post Your Ideas for Glest Improvement Here
« Reply #72 on: 20 August 2009, 02:32:48 »
How about a very simple one. The ability to click on a resource (say gold) to see how much there is left to harvest.

That one is on my list...
Of course, things are never as simple as they seem...
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modman

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Re: Post Your Ideas for Glest Improvement Here
« Reply #73 on: 23 August 2009, 02:57:24 »
OK, I've got a generic message out to one forum already.  Can people please help me?  I have a generic message complete with links below.  Just make an account on the site and make a new thread and post the message.  I just posted on http://cboard.cprogramming.com/, so others can do different forums.

Quote
Hello, this is Modman from the Glest forums.  We are working on improving on, in various ways, the free RTS game Glest.  Glest is General Public Licensed, so you can work on the source even easier.  Unfortunately, the Glest Team, which was the original core of development for Glest, is less active than before.  So I would just like to tell anyone who is interested that we, at the Glest forums, would really appreciate any help that anyone here can give.  Any help that you can give is much appreciated, and we all try to be very friendly.

You can visit the Glest forums at http://www.glest.org/glest_board/.

Or, if you would like to check out the main face of Glest, you can visit the official Glest site at http://www.glest.org/.

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Re: Post Your Ideas for Glest Improvement Here
« Reply #74 on: 23 August 2009, 19:05:45 »
You could list other sites as well:

Omega's:Glest Guide
Mine: glest.viviti.com

There are others but I'm not sure what their names are.
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