Author Topic: Post Your Ideas for Glest Improvement Here  (Read 38130 times)

Patosay

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Re: Post Your Ideas for Glest Improvement Here
« Reply #75 on: 26 August 2009, 03:19:10 »
maybe some one already gave the idea but....
ok...

1. make glest chars smaller and faster (i mean the whole thing,trees,stones,gold,buildings...etc) it would make the game more dinamic and more competitive

2.why not develop some kind of map maker... just like warcraft or starcraft... something simple....it able ppl like me (totaly noob at c++ or any other pc language) to develop maps, mods and it would be easier to make things work =p

3. the building time of structures take about too long maybe builder should build faster

4. some real campain (going after something because of something...make a story thing like it...many would help on this one =) )

ok... think that for now =)

i know that itens 1 and 2 are kind of difficult but i think its really possible to make 3 and 4 work well =)
thanks and sry bout bad english... im Brasilian =p

see ya

Omega

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Re: Post Your Ideas for Glest Improvement Here
« Reply #76 on: 26 August 2009, 04:41:13 »
1. Just zoom out (Middle Mouse Scroll on GAE) and increase the speed with + (technically the = key). Note that you can set the default camera angle in GAE's ini.

2. Glest has a map maker. It is downloadable as glest tools from the downloads page, and there's an article about it on my webpage at glest.110mb.com/main.php (Do not visit on IE, you HAVE been warned. Use any other browser).

3. Building time is completely controlled by the XMLs and they are very easy to use. The glest guide (link above) has an article about the XMLs (DO NOT VISIT ON IE!!! The page won't even WORK.). Of course, you can also increase the game speed with +.

4. Campaign is partially achieved by a number of scenarios put together. For example, the still-in-developement 'End of Morning' 3 part series in Military, which utilizes GAE lua code, or the 5 part labyrinth (download from the MDC page on the Glest Guide, link in 2nd answer) for both glest and GAE. But for the most part, yeah, we do need a more proper way than individually doing scenarios. Maybe an unlock scenario feature.



Heres my new feature request which is astonishing that it has been passed up. Subfaction Passing where we automatically move to another subfaction either after a certain amount of kills or after a certain amount of time. This could simulate time passing, such as starting with cavemen units, then going to tech's medieval units, then going to military's future units. Currently we would have to do this old school with upgrades. As well, there would need to be another feature to go hand in hand with that: subfaction unit morphing where units can be morphed into another when the subfaction changes, such as if you are in tech (medieval age) and the age changes to future (military) then all swordmen turn into infantry (units turn into the specified unit when the subfaction advances). Castles could turn into the headquarters, etc; Same way a cavemen's cave could turn into the castle during that advance.

This seems to be very common in age-based RTS (and TBS's), so it's a wonder it hasn't been suggested! Probably wouldn't be too hard to impliment (the first idea). The second idea would be a bit harder, but definately not impossible. It basically checks the subfaction, and if the subfaction is X, then it reads the XML, sees that unit A is supposed to become unit B when in that subfaction, and then unit A is immedietly morphed into unit B.
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modman

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Re: Post Your Ideas for Glest Improvement Here
« Reply #77 on: 26 August 2009, 19:24:26 »
Heres my new feature request which is astonishing that it has been passed up. Subfaction Passing where we automatically move to another subfaction either after a certain amount of kills or after a certain amount of time. This could simulate time passing, such as starting with cavemen units, then going to tech's medieval units, then going to military's future units. Currently we would have to do this old school with upgrades. As well, there would need to be another feature to go hand in hand with that: subfaction unit morphing where units can be morphed into another when the subfaction changes, such as if you are in tech (medieval age) and the age changes to future (military) then all swordmen turn into infantry (units turn into the specified unit when the subfaction advances). Castles could turn into the headquarters, etc; Same way a cavemen's cave could turn into the castle during that advance.

This seems to be very common in age-based RTS (and TBS's), so it's a wonder it hasn't been suggested! Probably wouldn't be too hard to impliment (the first idea). The second idea would be a bit harder, but definately not impossible. It basically checks the subfaction, and if the subfaction is X, then it reads the XML, sees that unit A is supposed to become unit B when in that subfaction, and then unit A is immedietly morphed into unit B.
Nice!  I know I thought of those once (I think many of us did, actually), and so it's great you brought those up.  Those could be real time savers, and could allow longer factions to be more streamlined.

I've got to think of more time/click saving features like those!

Zoythrus

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Re: Post Your Ideas for Glest Improvement Here
« Reply #78 on: 29 September 2009, 03:04:31 »
ideas!

-------------------------------------------------------------------------------------------------------

1. when it comes to the nocturnalism, we need units which morph into other units when the time changes (cursed warrior into werewolf at night, vice versa at day)

2. the ability to trade resources for other resources (wood to gold, gold to stone, etc), and definitely the ability to generate resources out of thin air (so that it is impossible for the map to be cleaned of resources)

3. multiple animations (giving the swordman 3 different death or attack animations etc)

4. the ability to increase EP regen (maybe with research)

5. units that gain health when they make kills or do damage (vampire unit)

6. idle animations (if a swordman is left alone for -- seconds, then an animation of him looking at his sword could happen. keep in mind that this animation is NOT his standing animation, it would happen randomly)

7. units morphing when they have made enough kills. i.e. a swordman turning into an armored swordman when 6 or so kills happen (but you could not do this morph normally).

8. dismemberment!  the ability for undead (or mechanical units) to lose parts when they reach a certain amount of HP

9. an FPS mode!  gives you the ability to "possess" one of your units. more of a fun idea than a practical one. if you need ideas for an FPS mode, go here www.springrts.com

10. the ability to zoom alot more in both directions
--------------------------------------------------------------------------------------------------------

Well, that is all that i can think of that Glest could really use.
« Last Edit: 29 September 2009, 03:10:25 by Zoythrus »

titi

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Re: Post Your Ideas for Glest Improvement Here
« Reply #79 on: 19 April 2010, 10:13:16 »
touch
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

claymore

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Re: Post Your Ideas for Glest Improvement Here
« Reply #80 on: 19 April 2010, 16:50:46 »
Hi, first of all I'm new to Glest. I love what you guys are doing, but there are some issues with the interface that kind of annoy me.

1. Health bars. I'm so used to playing with them, it's very difficult for me to work out who is winning, when I should retreat etc. At least it would be helpful if there were some visual indication of which way a fight is going, such as bits falling off units (or something).

2. Map previews. I know it's been brought up before, but I think this is really important.

3. Building foundations could appear when placing a building. Friendly units should treat this area as an obstacle and try to navigate round it. If the building is placed in an invalid location, the order should be completely cancelled; the worker shouldn't walk over to the location and then idle.

4. Gray out icons for units that can't be produced, and use a different font color for the resource(s) that are insufficient.

5. Double clicking a building should select all buildings of that type. This already applies to units, I think it would be useful for buildings too.

6. Option to "loop" production. Just an idea, though I would never use it.  ;)

7. Allow setting gather points of a building by right-clicking (already in GAE, but I'd love to see this in MegaGlest).

8. Option for random starting locations (again, already in GAE, but I'd love to see this in MegaGlest).

9. Warning sound when under attack in another map location. Perhaps buttons to center the camera on that location, cycle through each main building, and home in on the currently selected unit. Pressing a number key twice should home in on that group.

10. Should be able to command a worker to deposit resources by selecting worker and right-clicking main building.

11. Bigger group size limit.

12. Allow selecting a "default" attack for units with multiple attacks.

That's all for now, thanks.  ;D
« Last Edit: 19 April 2010, 18:53:31 by claymore »

John.d.h

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Re: Post Your Ideas for Glest Improvement Here
« Reply #81 on: 19 April 2010, 19:45:29 »
1. Health bars. I'm so used to playing with them, it's very difficult for me to work out who is winning, when I should retreat etc. At least it would be helpful if there were some visual indication of which way a fight is going, such as bits falling off units (or something).
When you have a unit selected, the green ring under its feet serves as a "health bar".  It gradually fades as the unit is damaged.

Quote
3. Building foundations could appear when placing a building. Friendly units should treat this area as an obstacle and try to navigate round it. If the building is placed in an invalid location, the order should be completely cancelled; the worker shouldn't walk over to the location and then idle.
Hmm... might be nice.  Maybe some kind of translucent "phantom" building in its place would do the trick.

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4. Gray out icons for units that can't be produced, and use a different font color for the resource(s) that are insufficient.
The "produce unit" button is already darkened out when you can't make that unit.  I guess it might be nice to have an indication of what resources you're missing, but I think overall this isn't a problem worth noting (in my opinion).

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5. Double clicking a building should select all buildings of that type. This already applies to units, I think it would be useful for buildings too.
I'm not sure where I stand on this one.  It would certainly let you use Defense Towers more effectively, but I think the big advantage would be in production.  Rather than selecting one Barracks and telling it to make four Guards and four Archers, and then selecting your second Barracks and telling it to do the same, you could kill two birds with one stone, so to speak.  However, a little bit of micro-management is okay in a game since it's another skill for a player to master.  Personally, I think micro-management is the devil and I hate it, but other players say a game feels almost like it's on auto-pilot if there isn't any.  As for myself, I agree with your idea, but I can't speak for whether the average player would want it or not.

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6. Option to "loop" production. Just an idea, though I would never use it.  ;)
I don't think I'd use it either, because I'd likely forget about it until my units started dropping dead of starvation.

Quote
9. Warning sound when under attack in another map location.
There is documentation for this in GAE, but I don't know if anyone's actually done it.

Quote
Perhaps buttons to center the camera on that location, cycle through each main building, and home in on the currently selected unit. Pressing a number key twice should home in on that group.
'b' cycles through buildings, if I remember correctly.  'spacebar' centers the camera on the current selection.  This is in GAE, anyway.  I don't play the others enough to know.

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10. Should be able to command a worker to deposit resources by selecting worker and right-clicking main building.
Not a big deal, but I've had times when I wish I could do this.

Quote
11. Bigger group size limit.
Disagree!  The unit size limit is part of the gameplay, and I think it's good the way it is.  Glest is a small-scale skirmish game, and it is adapted well for that purpose.

Quote
12. Allow selecting a "default" attack for units with multiple attacks.
Do you mean defining it in the unit's XML, or selecting a unit in-game and telling it which attack to use (i.e. this Archmage will use Ice Nova and this other one will use Static Fire)?  The latter can kinda be done with a little XML modification of "hold position" commands, but it's not exactly pretty or ideal.

claymore

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Re: Post Your Ideas for Glest Improvement Here
« Reply #82 on: 19 April 2010, 20:28:07 »
Quote
When you have a unit selected, the green ring under its feet serves as a "health bar".  It gradually fades as the unit is damaged.

Oh, I never noticed that! :o But still, that only applies to selected units. And health bars would still be nice.

For #5, the production side was really what I had in mind. I don't really think of this as reducing the amount of micromanagement a huge amount though... in the situation you give, a player still has to issue an order to create these units, this just saves the player from having to issue that same order twice.

For #11 I dunno... just seems like an unnecessary and annoying restriction. I'd like to know what other people think, I've seen this suggested before.

For #12 I meant the latter, selecting a unit and telling it which attack to use. Do you think that would be useful?

Gabbe

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Re: Post Your Ideas for Glest Improvement Here
« Reply #83 on: 20 April 2010, 13:29:18 »
Quote
Quote
11. Bigger group size limit.
Disagree!  The unit size limit is part of the gameplay, and I think it's good the way it is.  Glest is a small-scale skirmish game, and it is adapted well for that purpose.

If it is small-scale, it would be nice to have more tactical opportunities, such as "suprise attack", "backstab", "headshot" (okay, perhaps not that one), But i think it should be able to have the possibility to set a max number of units each player in the game could have.


EDIT: all other RTS have something special, what is Glests special? Except for it being an engine.

Zoythrus

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Re: Post Your Ideas for Glest Improvement Here
« Reply #84 on: 20 April 2010, 14:04:07 »
for example, one of the skirmish options should be "army size" with three choices: 
Large - infinite selected (or like 40 if infinite is impossible)
Medium - 28 selected
Small - 16 selected

would this work, Gabbe?

Gabbe

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Re: Post Your Ideas for Glest Improvement Here
« Reply #85 on: 20 April 2010, 14:41:55 »
for example, one of the skirmish options should be "army size" with three choices: 
Large - infinite selected (or like 40 if infinite is impossible)
Medium - 28 selected
Small - 16 selected

would this work, Gabbe?
yah :D

ElimiNator

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Re: Post Your Ideas for Glest Improvement Here
« Reply #86 on: 20 April 2010, 15:51:10 »
We are planing to add it so you can select almost as many as you want. It will look somewhat like this:

X23
X5
X13

but the number will be on the bottom left of the image. Not beside it.
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John.d.h

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Re: Post Your Ideas for Glest Improvement Here
« Reply #87 on: 20 April 2010, 15:53:15 »
Booo! :(

Gabbe

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Re: Post Your Ideas for Glest Improvement Here
« Reply #88 on: 20 April 2010, 15:57:38 »
What?!?

claymore

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Re: Post Your Ideas for Glest Improvement Here
« Reply #89 on: 20 April 2010, 16:33:17 »
ElimiNator, nice! That's exactly how it should look.

Omega

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Re: Post Your Ideas for Glest Improvement Here
« Reply #90 on: 20 April 2010, 16:35:19 »
Some fantastic ideas my friend. My comments:
1. Health bars. I'm so used to playing with them, it's very difficult for me to work out who is winning, when I should retreat etc. At least it would be helpful if there were some visual indication of which way a fight is going, such as bits falling off units (or something).
Agree! A way to toggle on/off small bars on top their heads would be great, unless we can select larger groups, in which case we could just select everyone to see their circle thingy...

2. Map previews. I know it's been brought up before, but I think this is really important.
Agreed, nuf said.

3. Building foundations could appear when placing a building. Friendly units should treat this area as an obstacle and try to navigate round it. If the building is placed in an invalid location, the order should be completely cancelled; the worker shouldn't walk over to the location and then idle.
Yet again, agreed. It can be annoying to think you sent him to build a building but didnt notice the obstructing units.

4. Gray out icons for units that can't be produced, and use a different font color for the resource(s) that are insufficient.
Completely agreed. The current darkened out state can be hard to see, and the resources should be red if you don't have enough.

5. Double clicking a building should select all buildings of that type. This already applies to units, I think it would be useful for buildings too.
Disagreed. Double clicking to select is in the XML, as multi selectable or something. It is made so we can drag a rectangle to select units without accidently selecting a building.

6. Option to "loop" production. Just an idea, though I would never use it.  ;)
Maybe (?) agreed. Might be handy for those with lots of resources, but wouldn't consider it necessary.

7. Allow setting gather points of a building by right-clicking (already in GAE, but I'd love to see this in MegaGlest).
Yep.

8. Option for random starting locations (again, already in GAE, but I'd love to see this in MegaGlest).
See above.

9. Warning sound when under attack in another map location. Perhaps buttons to center the camera on that location, cycle through each main building, and home in on the currently selected unit. Pressing a number key twice should home in on that group.
GAE was working on that, but not sure how successful it will be. A big yes though (big loud noticable sound and some type of light, etc).

10. Should be able to command a worker to deposit resources by selecting worker and right-clicking main building.
Hmm, never thought of that, another big yes.

11. Bigger group size limit.
Super agreed! I like eliminator's method.

12. Allow selecting a "default" attack for units with multiple attacks.
Agreed too. Battlemachines live so much longer using their ranged attack.

Quote
5. Double clicking a building should select all buildings of that type. This already applies to units, I think it would be useful for buildings too.
I'm not sure where I stand on this one.  It would certainly let you use Defense Towers more effectively, but I think the big advantage would be in production.  Rather than selecting one Barracks and telling it to make four Guards and four Archers, and then selecting your second Barracks and telling it to do the same, you could kill two birds with one stone, so to speak.  However, a little bit of micro-management is okay in a game since it's another skill for a player to master.  Personally, I think micro-management is the devil and I hate it, but other players say a game feels almost like it's on auto-pilot if there isn't any.  As for myself, I agree with your idea, but I can't speak for whether the average player would want it or not.
Actually, because defense towers use hold position to attack (not a normal attack command), you cannot control their target, thus making that useless.
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wyvern

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Re: Post Your Ideas for Glest Improvement Here
« Reply #91 on: 20 April 2010, 19:52:37 »
Maybe glest needs a trajectory improvement, like archers miss a moving units a lot but if there was an upgrade that would increase their accuracy that would be great, I also think there should be a transportation ability, the ability to stun and demoralize units, for example an archer should have trouble fighting a swordman up close but in the game he keeps on calmly shooting while getting hacked at the morale idea is already on GAE. Lastly I think that things like a catapult or behemoth should be able to knockback or even better send flying units that are smaller like a behemoth would hit a swordman and the swordman would go flying. Sorry I forgot I also thought there should be a stealth and and walking through forest ability which only some units could have, for example a ranger, and the terrain should be more interactive like going through water should slow small units down and some randomly dispersed neutral or against all villages or camps which could be destroyed for resources.Thats all I can think of right now.

wyvern

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Re: Post Your Ideas for Glest Improvement Here
« Reply #92 on: 20 April 2010, 19:53:47 »
O and heroes and the ability to select more than 16 units at a time would be nice.

Omega

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Re: Post Your Ideas for Glest Improvement Here
« Reply #93 on: 22 April 2010, 03:53:32 »
Maybe glest needs a trajectory improvement, like archers miss a moving units a lot but if there was an upgrade that would increase their accuracy that would be great
GAE has a tracking function, which I used a LOT in military (they're trained pros with guns. Should they really miss that much?). However, it must be manually turned on. The 'bad' accuracy is NOT a bug, but to simulate reality if you try and attack someone with a bow by shooting in an arch while they are running. As for making an upgrade that improves accuracy (via the tracking ability), it is not currently possible and that may be a good idea...
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ElimiNator

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Re: Post Your Ideas for Glest Improvement Here
« Reply #94 on: 22 April 2010, 06:21:41 »
O and heroes and the ability to select more than 16 units at a time would be nice.
We are planing to add it so you can select almost as many as you want. It will look somewhat like this:

X23
X5
X13

but the number will be on the bottom left of the image. Not beside it.
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ultifd

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Re: Post Your Ideas for Glest Improvement Here
« Reply #95 on: 22 April 2010, 08:27:49 »
Seriously? Was this ever...  ::) I guess...cool.  :|
Good Ideas.  :)  :thumbup:

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Re: Post Your Ideas for Glest Improvement Here
« Reply #96 on: 22 April 2010, 11:02:31 »
Quote
We are planing to add it so you can select almost as many as you want. It will look somewhat like this:

X23
X5
X13

but the number will be on the bottom left of the image. Not beside it.

Sorry, can't do that, ask Titi, he knows why.
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wyvern

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Re: Post Your Ideas for Glest Improvement Here
« Reply #97 on: 22 April 2010, 14:09:21 »
What about the water slowing ability

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Re: Post Your Ideas for Glest Improvement Here
« Reply #98 on: 22 April 2010, 19:33:09 »
As far as I know, terrain affects the units already. :P
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wyvern

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Re: Post Your Ideas for Glest Improvement Here
« Reply #99 on: 23 April 2010, 02:40:04 »
How?

 

anything