Author Topic: Individual control and other feature requests  (Read 1550 times)

Gabbe

  • Guest
Individual control and other feature requests
« on: 1 June 2010, 19:30:51 »
I want workers to be affected by what kind of units that are close by, so that when they are under heavy protection they will harvest more than wehn they are under no protection at all, like the whole animation and speed rate increases when close to other units that carry weapons

Also, i would love to have the opportunity to have individual workers for each resource. Like woodcutter, gold miner, grain farmer etc. and tht each of these could affect eachother aswell.

And 3D pathfinder so that you could have bridges and that some units walk under the bridge and that some can walk on the bridge.

How can i make it so that only one building can have resources and that the units goes in one door of the building and comes out the other.

Can i make it so that buildings wil play a specific animation when a unit is "interacting" with it?

More freedom over the camera, being able to choose numerous locations for the camera to see.

Weather system were the wehater affects how units behave, like when it is raining the units becomes demoralized and when it is regular amount of sun then they work harder with more morality, and when it is to hot they work at a slower rate.

That units can collect base resources and then other unit can make more out of the units, some harvest oil, puts in castle, unit takes oil and makes fuel of it.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Individual control and other feature requests
« Reply #1 on: 1 June 2010, 19:40:47 »
Comments:
Weather: We would need changing weather for that first, but that would be kinda cool, though should be specified in the faction  xmls. Would it also be cool to have weather like sand storms, windy, etc?

More freedom over camera? Have you tried hodling MMB while moving the mouse in GAE?
« Last Edit: 1 June 2010, 19:49:05 by Omega »
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

Gabbe

  • Guest
Re: Individual control and other feature requests
« Reply #2 on: 1 June 2010, 20:02:55 »
thanks Omega, i didn`t know that in GAE, but the zooming out could be better. In addition to this, 3D pathfinding to that we could have units climb mountains, still mining inside a mine in the mountain...Like havin two maps to play on, Under Ground, Surface so that you could find rich mining spots under the surface.

loadpack to come, but what about having units allowed to get smaller and thinner? solve lazy working bug??
« Last Edit: 1 June 2010, 20:15:59 by Gabriel, Gabbe »

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Individual control and other feature requests
« Reply #3 on: 1 June 2010, 21:33:58 »
You can zoom out with the scroll wheel.

Though I do think 3D pathfinding would be cool, it would also be extremely complex.  :P
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: Individual control and other feature requests
« Reply #4 on: 4 June 2010, 08:54:04 »
I want workers to be affected by what kind of units that are close by, so that when they are under heavy protection they will harvest more than wehn they are under no protection at all, like the whole animation and speed rate increases when close to other units that carry weapons

Also, i would love to have the opportunity to have individual workers for each resource. Like woodcutter, gold miner, grain farmer etc. and tht each of these could affect eachother aswell.
Possible now, use emanations.

Quote
And 3D pathfinder so that you could have bridges and that some units walk under the bridge and that some can walk on the bridge.
This sort of thing will require more changes than just to the path-finder, some things like mountable walls and bridges might be available at some stage (depending on demand). But it is unlikely units will be able to walk under these bridges.

Quote
How can i make it so that only one building can have resources and that the units goes in one door of the building and comes out the other.
You can't.

Quote
Can i make it so that buildings wil play a specific animation when a unit is "interacting" with it?
Too vague, what sort of interaction do you mean.

Quote
More freedom over the camera, being able to choose numerous locations for the camera to see.
Multiple viewports is a possibility for the future. I thought it would be nice when/if we ever get attack-notifications working/fixed to have a Sim's style pop-up window showing the location of the attack.  Not a priority.

Quote
Weather system were the wehater affects how units behave, like when it is raining the units becomes demoralized and when it is regular amount of sun then they work harder with more morality, and when it is to hot they work at a slower rate.
Morale is big can of worms I think, this sort of thing could easily overcomplicate game-play.

Quote
That units can collect base resources and then other unit can make more out of the units, some harvest oil, puts in castle, unit takes oil and makes fuel of it.
There is an idea for 'local resources', which would replace hp, ep, resource-loads, etc, and be extensible... unfortunately it's nothing more than an idea atm.
Glest Advanced Engine - Code Monkey

Timeline | Downloads

Gabbe

  • Guest
Re: Individual control and other feature requests
« Reply #5 on: 4 June 2010, 14:25:18 »
Quote
Too vague, what sort of interaction do you mean.

a worker took a pig into a butcher house, then the house would play animations like when the worker were to get the tool needed to chop the pigs head of.

jda

  • Guest
Re: Individual control and other feature requests
« Reply #6 on: 5 June 2010, 11:32:35 »
Quote
Too vague, what sort of interaction do you mean.

a worker took a pig into a butcher house, then the house would play animations like when the worker were to get the tool needed to chop the pigs head of.
ATM and AFAIK one unit cannot control another unit, i.e. your worker could not "take a pig" nowhere (but I might be wrong). On the other hand, if the pig is not another unit but rather a resource (like gold, stone, wood are) then yes, you could get a given "amount" of pig to any building that might use it.
I think you can probably use emanations to make your worker able to execute command say "chop pig to pieces" only when it is in/immediatelly close to the said building. On the other hand, you can have the building run a command such as "chop pig to pieces" and specify the corresponding animation in the building's XML.
(the above regards to what is already implemented on the engine)

I want workers to be affected by what kind of units that are close by, so that when they are under heavy protection they will harvest more than wehn they are under no protection at all, like the whole animation and speed rate increases when close to other units that carry weapons

Also, i would love to have the opportunity to have individual workers for each resource. Like woodcutter, gold miner, grain farmer etc. and tht each of these could affect eachother aswell.
Possible now, use emanations.
Specifically regarding:
Quote
i would love to have the opportunity to have individual workers for each resource. Like woodcutter, gold miner, grain farmer
Nothing easier! Specify it on the XML. Look at a Tech Worker's XML: it specifies that worker can gather all three standard gatherable resources (gold, stone and wood), remove two of them (say stone and wood) and that unit will be able to gather only gold. Note:GAE 0.2.13a fixes a bug where the CPU players would not produce units that could only gather but not build/repair.  :thumbup: But 0.2.13a is still only in RC (release candidate) state... Both the original Glest and MegaGlest (not 100% sure about the later) still have that bug. As soon as GAE 0.2.13a final is out, all I said above is good. ;)
For units interefecting each other... use emanations as silnarm suggested.  :thumbup:

Quote
How can i make it so that only one building can have resources and that the units goes in one door of the building and comes out the other.
You can't.[/quote]More precisely:
You can't preset the path a unit follows into and out of a building - the unit itself will determine the best path to take for whatever movement it needs to do everytime.
You can have only one building store resources (the gathering units will resources only to buildings that can store them). In the building's XML, nested under <parameters>, use the <resources-stored> list. E.g.:
Code: [Select]
                <resources-stored>
                        <resource name= "gold" amount="2000"/>
                        <resource name= "wood" amount="1200"/>                         
                        <resource name= "stone" amount="1500"/>                         
                        <resource name= "food" amount="150"/>   
                </resources-stored>
So the that all the other buildings can store nothing, put this in their XML's instead:
Code: [Select]
<resources-stored />

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Individual control and other feature requests
« Reply #7 on: 6 June 2010, 02:46:29 »
You can have only one building store resources (the gathering units will resources only to buildings that can store them). In the building's XML, nested under <parameters>, use the <resources-stored> list
You can have multiple buildings storing resources, but units always take the resources to the nearest building that can store them.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

jda

  • Guest
Re: Individual control and other feature requests
« Reply #8 on: 9 June 2010, 18:20:19 »
I meant to say you can setup your faction so that it has only one kind of building be able to store resources. The gathering units will then drop the resources to that kind of building only. This was intended to answer the first part of what HyperCube (Gabbe?) asked about on this sentence of his:
How can i make it so that only one building can have resources and that the units goes in one door of the building and comes out the other.

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: Individual control and other feature requests
« Reply #9 on: 9 June 2010, 19:29:21 »
quote author=HyperCube link=topic=5534.msg51603#msg51603 date=1275420651]How can i make it so that only one building can have resources and that the units goes in one door of the building and comes out the other.[/quote]You can't yet.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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