Author Topic: just another Idea to make glest better: Walls  (Read 2375 times)

emscape

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just another Idea to make glest better: Walls
« on: 20 September 2010, 18:55:02 »
I demand no just kidding. Would like the option to place walls in game. It would be even more nice to be able to place units on them like in stronghold.

so instead of selecting builders to build block after block selecting varios building sites by a simple drag would be nice i think. If Workers would also go finish other building sites when they are done building it would be really nice ;)

« Last Edit: 20 September 2010, 18:58:04 by emscape »

Trappin

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Re: just another Idea to make glest better: Walls
« Reply #1 on: 20 September 2010, 22:07:35 »


Give me a few minutes and I'll find the old links.

Untextured heptagonal shaped object: http://www.mediafire.com/file/2nizzoegi5m/HexHept_object.zip

Walls will work but, and this is a big but.

Glest wall objects will never align in the traditional sense - Glest achieves a level of faux randomization by rotating object models prior to placement into the game world.


Previous attempts to build wall sections have failed due to random alignment features coded into the game. Objects lack a "true north" code, so wall objects are dropped into the game world not knowing the direction they should face - also - objects aligned in a linear fashion in the map editor will be rendered in-game with slight deviations on linear lines - hence the slightly jumbled - north/east/south/west.
 
So, why not use a hexagon or heptagon shaped object? An object with 5 or 6 sides solves the "true north" object rotation problem - it won't matter which side faces north. We will still have the not-quite-lined-up non-linear jumbled appearance but if the Hex/Hept objects are double size the same way Mossy Rocks are sized - then some Hex objects will overlap other Hex objects - just as Mossy Rocks do - but with 5/6 sided objects it wont matter because one face of each object will be overlapping the other and thus form partially homogeneous wall connection seams. The new wall sections will still have deviations N/S/E/W along linear lines but i think it will be tolerable due to the shape of each object.

EDIT: Modified to reflect Hectates comments


Special maps will need to be constructed with the object rendering limitations in mind but - I think with some practice with how hex objects render on the new tileset - we can ultimately design small scale castle-type siege maps.


« Last Edit: 20 September 2010, 22:47:14 by Trappin »

Valetdepik

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Re: just another Idea to make glest better: Walls
« Reply #2 on: 20 September 2010, 22:18:22 »
HAHAHA!
What is that...?!
Ahem, sorry...
But, do not they will be better with the same kind of texture as the tech building walls...?
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silnarm

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Re: just another Idea to make glest better: Walls
« Reply #3 on: 21 September 2010, 01:50:34 »
@Trappin: Those are tileset objects, and that has nothing to do with this request.

@emscape: Walls are possible in GAE, you can place them by drag-clicking, and workers will go along the line building them all.  You can't have other units on top yet though.
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Mark

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Re: just another Idea to make glest better: Walls
« Reply #4 on: 21 September 2010, 01:57:33 »
Is anybody working on garrison units (units being on top of a wall)?

John.d.h

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Re: just another Idea to make glest better: Walls
« Reply #5 on: 21 September 2010, 02:13:38 »
You can use load/unload to put units in a building, and allowing them to shoot out is already planned on trac.  No idea about having units on a building, though.

(By the way, loading doesn't seem to work with buildings in 0.3.  Is that a bug or just something that hasn't been implemented yet?)
@Trappin: Those are tileset objects, and that has nothing to do with this request.
Maybe it does.  If you wanted to make a siege map, it would be a lot easier to place the walls in the map editor rather than using Lua.
« Last Edit: 21 September 2010, 02:15:39 by John.d.h »

emscape

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Re: just another Idea to make glest better: Walls
« Reply #6 on: 21 September 2010, 17:46:43 »
yes yes, I really would like that GAE functionality implemented in megaglest. Also the load Idea would also be awesome for walls. Is it yet possible?

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Re: just another Idea to make glest better: Walls
« Reply #7 on: 21 September 2010, 19:08:17 »
I see several problems with walls!

1- the cpu cannot play them and I have really no idea how this can be implemented
2- When is a wall attacked? Is it a normal unit or has it have a special behaviour?
3- walking on wall s is nearly impossible in my opinion

In my opinion its much more complicated to integrate walls in the game then to just have a possibility to build them.
But I didn't tried it in GAE yet, maybe they had some good ideas.
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wyvern

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Re: just another Idea to make glest better: Walls
« Reply #8 on: 21 September 2010, 19:16:38 »
Tech mk2 has Titis walls included :|

emscape

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Re: just another Idea to make glest better: Walls
« Reply #9 on: 23 September 2010, 17:11:32 »
mAKe a unit possible to enter a wall is an option, the armor could be selected as stone, and you should make piercing attacks less damaging for stone then, which is obviously more realistic, walking on a wall will be difficult. Maybe giving AI a standard pattern for making their castles like stronghold has would be an option to make them useful.

sounds good?

ultifd

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Re: just another Idea to make glest better: Walls
« Reply #10 on: 23 September 2010, 21:57:40 »
Tech mk2 has Titis walls included :|
They did not really work anyways...  :|

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Re: just another Idea to make glest better: Walls
« Reply #11 on: 24 September 2010, 16:11:54 »
I think it should click and drag (Like silnarm said) build each one individually. Enemy's army would not automatically go for it you would have to make them go for it. You could have towers on the other side of the wall shooting out. It would be a good defence.
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