Author Topic: Buildings in Glest 1.0.9  (Read 5312 times)

Falk5T

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Buildings in Glest 1.0.9
« on: 1 April 2005, 15:54:13 »
:)

Units:
Crossbow man, Pitch barrel carryerm, Light Beam magican...

( it could be cool if almost every unit could have a special attack [Archers could shot 3 Arrows at the same Time]  :D )
« Last Edit: 1 January 1970, 00:00:00 by Falk5T »

enveloop

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« Reply #1 on: 1 April 2005, 18:53:28 »
In fact Glest needs more of everything, but we are very few people and so we are forced to focus at a time on one of two things that we feel most important. At this time tucho has made new objects so that the maps can be more varied, and we´re working on some units to enrich the gameplay. I´d myself would like to have more buildings too, because I always liked the "settlement" building aspect of these games, like in the settlers or in warrior kings, but making buildings is time consuming, so it could be better that we focus on the things that add the most to the gameplay.

As for the units you talk about, there´s a kind of "light magician" in the additional downloads section of our page, and the crossbow man is too similar to the archer, though it could be interesting. Pitch barrel carrymen? so that they´ll throw bombs?
« Last Edit: 1 January 1970, 00:00:00 by enveloop »

Falk5T

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« Reply #2 on: 2 April 2005, 15:08:03 »
SORRY,

i forget to log me in...
the post of the gust was from me...
« Last Edit: 1 January 1970, 00:00:00 by Falk5T »

enveloop

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« Reply #3 on: 2 April 2005, 15:31:55 »
:P Too many things, eh


Martin-o advised me once to keep the number of lights low. (that was when I wanted to add a power to the archmage so that he would illuminate an area around him for some time).

Walls are a hell for the ai. If there was multiplayer we would add them, but right now it would be just too easy to trick the enemy by making mazes with them.


Quote
How about fully customizeble units, where you can give him different Armor, Weapons, helmets, specials, teach him little bits Magic, give him a horse, an beast to ride on it...


You can edit the xml files to make the units you want; while in game you have the upgrades, which is a workaround to add some flexibility to configuring your army.
« Last Edit: 1 January 1970, 00:00:00 by enveloop »

Falk5T

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sorry i forget...
« Reply #4 on: 3 April 2005, 13:13:41 »
Om, sorry i forget to log me in again,  :-X

does the automatic funktion not work???

sorry
« Last Edit: 1 January 1970, 00:00:00 by Falk5T »

enveloop

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« Reply #5 on: 3 April 2005, 15:39:55 »
I think it´s working, but that happens to me too quite often, I´ll investigate it.

Many of the things that you say are interesting, but we can´t add them because they would take a lot of time either to be implemented or to be made. Glest is an amateur project after all, and some things are simply beyond what we can do. Placing archers in the towers would be difficult to program, but also doesn´t make sense since the buildings are not in the same scale as the units. Steering archers sounds cool, but when you are controlling more than a dozen units at a time I don´t know if it would be at all useful.
« Last Edit: 1 January 1970, 00:00:00 by enveloop »

Falk5T

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« Reply #6 on: 19 April 2005, 12:30:26 »
:P  

there are so much cool (and not cool) Idias in my head... oh no the want out:::: Dueling wit anoter swordman in an Arena, Archers with burning Arrows, Catapults wit special ammo (like fireballs, gravel ), player spells, fish in the waters... STOP!! thats enough head...  :D  

greets...
« Last Edit: 1 January 1970, 00:00:00 by Falk5T »

tiger

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Re: Buildings in Glest 1.0.9
« Reply #7 on: 21 May 2009, 06:54:50 »
you should have to hunt for food
and fish and stuff like that :)

Idanwin

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Re: Buildings in Glest 1.0.9
« Reply #8 on: 21 May 2009, 09:49:31 »
Water units have been considered and are probably going to be included.
There are a lot of topics about water units already, just search a bit.

@ElimNator: Please stop reviving old topics