Poll

Should the bacteria faction have "ages" (read post #56)?

Yes
4 (66.7%)
No
2 (33.3%)

Total Members Voted: 5

Voting closed: 15 January 2017, 12:25:46

Author Topic: Bio, nano factions, Influx new mod  (Read 21251 times)

Gabbe

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Re: Bio, nano factions, Influx new mod
« Reply #25 on: 25 March 2010, 14:47:24 »
Will we be able to use "your" new "engine"?

pullo

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Re: Bio, nano factions, Influx new mod
« Reply #26 on: 25 March 2010, 14:50:11 »
Will we be able to use "your" new "engine"?
sure  :D
it's not really new, it's still glest+gae with a few modifications

pullo

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Re: Bio, nano factions, Influx new mod
« Reply #27 on: 26 March 2010, 18:32:20 »
While adding the new features to the engine I completely forgot that AI will not be able to handle the following things  :-[

1) Ethanol (the name to be changed) extractor can only be built on top of the ethanol pores
2) Glucose filters can only be placed close to the blood vessels.
3) nano robots have a limited battery charge and so standing close to the special building can charge them up
4) because the bacteria do not like very high or low surface temperatures/pH it is important to place the new buildings at the suitable locations.

a human player should have no issues with it but currently the AI does not know how to handle these. I'm working on (1) and (2), these two shouldnt be too difficult to fix, the other two however could be somewhat challenging.

jda

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Re: Bio, nano factions, Influx new mod
« Reply #28 on: 26 March 2010, 18:43:17 »
3) nano robots have a limited battery charge and so standing close to the special building can charge them up
Very little help but still: The <burnable /> property makes a unit catch fire when it reaches a lower than whatever HP value. Could you maybe peruse the concerning functions to determine when the nano robots are running low on battery and make them move to the vicinity of the closest recharging special building?

Gabbe

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Re: Bio, nano factions, Influx new mod
« Reply #29 on: 27 March 2010, 11:40:37 »
When the bacteria grow older, will it stats in attacks defence etc decrease aswell?

pullo

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Re: Bio, nano factions, Influx new mod
« Reply #30 on: 27 March 2010, 16:56:36 »
When the bacteria grow older, will it stats in attacks defence etc decrease aswell?
No, but it can be implemented later if we decide it's a good idea.

Gabbe

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Re: Bio, nano factions, Influx new mod
« Reply #31 on: 27 March 2010, 21:09:27 »
When the bacteria grow older, will it stats in attacks defence etc decrease aswell?
No, but it can be implemented later if we decide it's a good idea.

It would make more sence...

pullo

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Re: Bio, nano factions, Influx new mod
« Reply #32 on: 29 March 2010, 17:32:54 »
So I have decided to upload my mod for you to have a look. The development is at the very early stage. Only half of the units and features are implemented. None of the units have textures yet just plain models so it may look a little bit tacky. Also all the icons are still from Glest for now.

Code: [Select]
[b]The download link: [url=http://www.influxgame.com/]http://www.influxgame.com/[/url][/b]
The name of the game/mod is Influx: Microbe Infestation  :D
To install, just copy all the files into the main Glest directory, make sure you launch game.exe
The initial configuration:
Code: [Select]
[img]http://img534.imageshack.us/img534/3686/startmenuj.jpg[/img]
As I have mentioned earlier there are 3 types of resources, on the following screenshot you can see:
Protein deposits (the white things) can be harvested by worker units.
Glucose can be extracted from the blood by building glucose filter close to the blood source
Ethanol can be extracted from the pores by building an ethanol extractor on top of it.

Code: [Select]
[img]http://img689.imageshack.us/img689/1133/ethanol.jpg[/img]

[img]http://img180.imageshack.us/img180/8197/ethanolextractor.jpg[/img]

All the bio units have their lifecycle, the life meter goes from 0 to 100. Bacteria’s max HP is slowly reduced.

Code: [Select]
[img]http://img522.imageshack.us/img522/1118/biodata.jpg[/img]
The temperature and pH determines how quickly bacteria will age.

Code: [Select]
[img]http://img231.imageshack.us/img231/5170/temeraturemode.jpg[/img]
Nano robots units have a battery that can be charged by standing inside the radius of E-Charger.

Code: [Select]
[img]http://img267.imageshack.us/img267/313/echarger.jpg[/img]
So far there are few issues:
1)   Originally bacteria had to morph into the building instead of building it.
2)   Ageing is determined by the temperature and pH, maybe I should just have the temperature to be the factor and leave pH out completely.
3)   Ethanol seems like not the best name for the resource, so has to be renamed from something more appropriate.
4)   The AI doesn’t know about bacteria ageing and robot’s battery charge.
5)   Bacteria attack/defence values could also decrease with ageing.
« Last Edit: 8 October 2016, 13:59:22 by filux »

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Re: Bio, nano factions, Influx new mod
« Reply #33 on: 29 March 2010, 20:17:10 »
AMAZING!
Downloading... :D
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ElimiNator

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Re: Bio, nano factions, Influx new mod
« Reply #34 on: 29 March 2010, 23:30:53 »
Looks COOL!  :)

 
Get the Vbros': Packs 1, 2, 3, 4, and 5!

jda

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Re: Bio, nano factions, Influx new mod
« Reply #35 on: 29 March 2010, 23:52:58 »
Would be nice to have a Linux binary or at least the source code to compile from...

ultifd

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Re: Bio, nano factions, Influx new mod
« Reply #36 on: 29 March 2010, 23:58:37 »
Cool! I tried it out the why you said so... it was a weird experience for me, but interesting.  :thumbup:
I changed the screen size though.  ::)
I didn't see the AI, I mean the nano robots... anyways I'm uploading some videos now, so you can tell me what I probably did wrong.  :|

Thanks. Very cool and nice.  :thumbup:

pullo

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Re: Bio, nano factions, Influx new mod
« Reply #37 on: 30 March 2010, 00:05:48 »
Would be nice to have a Linux binary or at least the source code to compile from...

ok, no problem. i'll just have to learn how to do it first :)

jda

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Re: Bio, nano factions, Influx new mod
« Reply #38 on: 30 March 2010, 00:26:09 »
Sorry, I can't help you with that. I can compile from source but the source must be prepared to be compiled and I have no clue on how to do that.  :(

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Re: Bio, nano factions, Influx new mod
« Reply #39 on: 30 March 2010, 00:53:57 »
I have trouble compiling......,.,.d*mn xerces........but I can try.... ;D
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ultifd

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Re: Bio, nano factions, Influx new mod
« Reply #40 on: 30 March 2010, 03:50:30 »
Well here are the videos... even though one of them is still supposely "processing"... oh well.  ::)

Did I do anything wrong? I didn't see the "Nano Robots" when I tried it out.

Beginning:
https://www.youtube.com/watch?v=9n1TzqHQanQ

End:
https://www.youtube.com/watch?v=rTCa8rFCRwo

Cool.  :)  :thumbup:

pullo

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Re: Bio, nano factions, Influx new mod
« Reply #41 on: 30 March 2010, 10:53:36 »
Did I do anything wrong? I didn't see the "Nano Robots" when I tried it out.

nice videos :)
you didnt see the nano robots because they are at the oposite side of the map. if you want to see them you can turn of the fog of war in glestadv.ini: GsFogOfWarEnabled=false

silnarm

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Re: Bio, nano factions, Influx new mod
« Reply #42 on: 30 March 2010, 12:04:44 »
Also I'm sure some of the coders aroundhere would like to take a look at any engine mods you've made.

I'll be glad to share my code once I tidy it up, refactor some of the stuff and make the features more reusable for other mods. Currently some features that I've programmed are very specific to my game.

Hehe, I was going to say, "that counts as a release, where's the code?!?" but I have more than enough to keep me occupied right now anyway, so I'll let you off... for now ;). Get to that tidying though  8)
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jda

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Re: Bio, nano factions, Influx new mod
« Reply #43 on: 30 March 2010, 14:51:36 »
I have trouble compiling......,.,.d*mn xerces........but I can try.... ;D
I have no trouble compiling Glest based engines (no troubles with the concerning libraries and helper programs, including xerces).
BUT... pullo will have to setup the configure and make rules before that, i.e. what to compile, what to link to externally and internally, ...  :-\

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Re: Bio, nano factions, Influx new mod
« Reply #44 on: 30 March 2010, 15:05:44 »
Oh I forgot about that. :confused:
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Yggdrasil

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Re: Bio, nano factions, Influx new mod
« Reply #45 on: 30 March 2010, 16:51:09 »
That depends on how much he modified the sources, especially added source files or new dependencies. It should be not too hard to add it to the jam buildsystem.

pullo, you don't need to do it yourself. Just post a source package and i'm sure there're enough helping hands here to get it working on linux.

Btw, your project looks really interesting especially the setting is quite unique. (somehow it reminds of project hoshimi of the imaginecup)

pullo

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Re: Bio, nano factions, Influx new mod
« Reply #46 on: 30 March 2010, 20:55:58 »
Hehe, I was going to say, "that counts as a release, where's the code?!?" but I have more than enough to keep me occupied right now anyway, so I'll let you off... for now ;). Get to that tidying though  8)

No it's not a release, it's just a small demo. Can't release the code until i finish all I want to do which should be around the end of April.

I've tryed to read about compiling under linux and it didnt look easy so I left it.
For now I'll only going to post Windows binaries until I post my source code in a few weeks and someone will compile it.


ultifd

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Re: Bio, nano factions, Influx new mod
« Reply #47 on: 30 March 2010, 23:14:40 »
Did I do anything wrong? I didn't see the "Nano Robots" when I tried it out.

nice videos :)
you didnt see the nano robots because they are at the oposite side of the map. if you want to see them you can turn of the fog of war in glestadv.ini: GsFogOfWarEnabled=false
Thanks.  :)
I see...cause I thought/treated this like a regular Glest game...  ::)
I mean I couldn't go to the other side...since...  :|
Anyways, cool.  :)  :thumbup:

pullo

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Re: Bio, nano factions, Influx new mod
« Reply #48 on: 30 March 2010, 23:34:13 »
I see...cause I thought/treated this like a regular Glest game...  ::)
I mean I couldn't go to the other side...since...  :|

This is a like a regular Glest game (well, for now anyway). When I said the other side, I've meant the other part of the map  :) so you could just get a few units and walk there

ultifd

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Re: Bio, nano factions, Influx new mod
« Reply #49 on: 30 March 2010, 23:36:39 »
I see...cause I thought/treated this like a regular Glest game...  ::)
I mean I couldn't go to the other side...since...  :|

This is a like a regular Glest game (well, for now anyway). When I said the other side, I've meant the other part of the map  :) so you could just get a few units and walk there
Yeah, I know that...  ::)
But I tried to "walk"/go to the other side, but I couldn't...  ::)
I think/thought that I couldn't go to the other side... (When I tried to yesterday, I was well... "blocked".  ::)
I'll try again.  :)

EDIT: By the way, what are the flags for?  ::) thanks. (on your site)
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[URL=http://img189.imageshack.us/i/ss13b.jpg/][IMG]http://img189.imageshack.us/img189/1562/ss13b.jpg[/img][/URL]

 

anything