Author Topic: RELEASE 3 IS OUT!!! LINUX, PC, OSX!  (Read 172928 times)

Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #275 on: 13 November 2011, 20:41:34 »
The population complaint is probably because I like a defensive strategy with hit and run raids from my main base, which reminds me, can you make it possible for units to level up after a certain number of kills, currently it only affects the falcon which is kinda saddening

Unfortunately, she doesn't have a level up anymore either :(

The issue with level ups are that they raise hp and ep and vision range, hp and vision is fine but ep causes a big problem. Many units such as Eml Walkers, tanks, Mrls, or any weapon thats not a machine gun, use Ep as a cooldown timer. For example Tanks have a max of 4 ep and requiring tank to regen 4 ep to fire again. If the tank levels up it will get some bonus ep, i think its 2 so now tank has a max ep of 6. This causes the tank to take its first two shots in rapid fire then go back to its normal firing rate, which is really strange.

Ill be happy to add level ups again,for all units, if megaglest creates its own or adopts GAE ability to define the boosts per level.

You like to know that bombers are specifically designed for this gameplay. Their fast, drop their bombs very quickly, they do have long reload rates so its a good idea to withdraw them during this time, as they are vulnerable. a squad of 4 are Perfect for quick hit and run attacks on factories, silo, techlab. you might enjoy them :)

I kinda want to see everyone's strategies when playing Annex, either like a video or observing a match, as im not as good an rts player :O 

Re the AI not building advanced units. Not perfect solutions but i use 3 tricks which help:
A) put a build limit, like 3, on the barracks type production facilities so that it doesn't just spam the most basic production facilities
B) don't have too many production building types
C) put max unit counts on basic units so that they cannot spam too many and they switch production queue to other units
A) the current limit is 5 on all production buildings don't want to limit players too much. But 3 may be a good number, though i haven't seen Ai build more than 3 anyways.
B)There is only 3 Hangar, Barracks, Factory Pretty standard RTS format, Ill think about Merging Factory and Hangar
C)Tried this once but this limits choices to player as well. What if player wanted to build 70 grunts and go for an all out C-4 Bomb  suicide mission on enemy base? :scientist: Just want to leave player with as much options as possible.

Thanks for the ideas Mr War!
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Re: Annex: BETA 1 RELEASED!!!
« Reply #276 on: 13 November 2011, 23:09:31 »
But higher EP could be used to show the fact that the crew is now more experienced in getting as many shots as possible off in the beginning of the engagement, or that they place more ammo in their turret, etc. I was kinda angry when I had an unharmed Heli with 42 kills hovering un upgraded, it would also be nice if you added HP regen to air units, since they're kinda unrepairable as far as I know.

Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #277 on: 14 November 2011, 00:21:13 »
But higher EP could be used to show the fact that the crew is now more experienced in getting as many shots as possible off in the beginning of the engagement, or that they place more ammo in their turret, etc. I was kinda angry when I had an unharmed Heli with 42 kills hovering un upgraded, it would also be nice if you added HP regen to air units, since they're kinda unrepairable as far as I know.

For early units its not a bad idea, but for later units the effect could be very op. imagine a Destroyer, or MRLS unit being able to fire twice. The hero character is near unstoppable with just 1 level upgrade in beta 1! I want to edit what gets upgrade to just hp and attack damage. If i were to do level up as is now it will have to be rare to prevent units from being op, like a standard grunt needs 15 kills (its hard to keep em alive past 10 lol) etc.

As for air units thanks to version 3.5.3, and its attack boosts, I made air units auto repair when over the hangar, like i showed here:
https://www.youtube.com/watch?v=F2-3a6HyK6o
in beta 1 their is no way to heal air units...

« Last Edit: 14 November 2011, 00:48:32 by Ishmaru »
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wyvern

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Re: Annex: BETA 1 RELEASED!!!
« Reply #278 on: 14 November 2011, 00:49:40 »
Oh cool, its just that I'll have to wait for a linux update then, I didn't know megaglest allowed such things, I know Omega had some sort of different upgrade system in military back in the day, that didn't affect certain characteristics and worked on multiplying certain stats by 1.2 for example, so 1000 HP would go to 1200hp

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Re: Annex: BETA 1 RELEASED!!!
« Reply #279 on: 14 November 2011, 02:39:33 »
I know Omega had some sort of different upgrade system in military back in the day, that didn't affect certain characteristics and worked on multiplying certain stats by 1.2 for example, so 1000 HP would go to 1200hp
That would be GAE's custom leveling feature. Basically, you tell the engine which stats to raise on each level, either static modifiers (eg, +100 HP) or multipliers (eg, 1.5x HP = 50% more health).
« Last Edit: 18 June 2016, 16:43:56 by filux »
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Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #280 on: 14 November 2011, 03:54:17 »
I know Omega had some sort of different upgrade system in military back in the day, that didn't affect certain characteristics and worked on multiplying certain stats by 1.2 for example, so 1000 HP would go to 1200hp
That would be GAE's custom leveling feature. Basically, you tell the engine which stats to raise on each level, either static modifiers (eg, +100 HP) or multipliers (eg, 1.5x HP = 50% more health).
Yes something like that would be great!
« Last Edit: 18 June 2016, 16:44:20 by filux »
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Coldfusionstorm

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Re: Annex: BETA 1 RELEASED!!!
« Reply #281 on: 14 November 2011, 06:14:56 »
I can see why the soundtrack was chosen but its still my opionion that its way too hard on the ears(the ingame music). Its like being at a metal consert. And i do have a broad spectre of music i like raging from industrial/linken park to classical music.

Id like if people commmented on this too, so far only one other commented.a And i do belive it subtracts from the otherall value of Annex.

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wyvern

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Re: Annex: BETA 1 RELEASED!!!
« Reply #282 on: 14 November 2011, 15:34:19 »
You should consider making this mod GAE friendly too :)
This is another example of why MG and GAE should merge *hint* *hint*

Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #283 on: 15 November 2011, 03:36:49 »
You should consider making this mod GAE friendly too :)
This is another example of why MG and GAE should merge *hint* *hint*

Do you mean make a separate version use GAE features? I have nothing against GAE but I'm not planning on making two alternate versions of Annex, at least as of now...

@coldfusionstorm:  Made new poll

Everyone: please vote on Annex Music!
« Last Edit: 15 November 2011, 03:46:35 by Ishmaru »
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wyvern

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Re: Annex: BETA 1 RELEASED!!!
« Reply #284 on: 15 November 2011, 03:57:16 »
Yeah, it was more along the lines of making a second version, I'll be honest though, I don't play any GAE other then military

Coldfusionstorm

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Re: Annex: BETA 1 RELEASED!!!
« Reply #285 on: 15 November 2011, 09:33:42 »
12 pages and only4 votes?, Come on people VOTE what you like!
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Re: Annex: BETA 1 RELEASED!!!
« Reply #286 on: 15 November 2011, 10:16:03 »
I think annex's musics are fine and fit with the game, but every music sounds annoying if it repeated over and over again. I wish megaglest will supports multiple music tracks like GAE does.
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Coldfusionstorm

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Re: Annex: BETA 1 RELEASED!!!
« Reply #287 on: 15 November 2011, 10:47:43 »
well, So far it looks like i have to use the mute :S
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treba

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Re: Annex: BETA 1 RELEASED!!!
« Reply #288 on: 15 November 2011, 16:49:38 »
it would be nice to have different tracks. if the engine allows only one, you could merge multiple tracks into one.

@ishmaru: will you release your beta2 when 3.5.3 (or 3.6?) is out? if so, i will change my headless server(engineer) to host annex games.
 i think it's a little bit complicated to host both, annex and the megapack, on the same mashine as annex uses special maps which would create confusion if someone was to use them with a standard tileset

Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #289 on: 15 November 2011, 19:09:43 »
it would be nice to have different tracks. if the engine allows only one, you could merge multiple tracks into one.

@ishmaru: will you release your beta2 when 3.5.3 (or 3.6?) is out? if so, i will change my headless server(engineer) to host annex games.
 i think it's a little bit complicated to host both, annex and the megapack, on the same mashine as annex uses special maps which would create confusion if someone was to use them with a standard tileset

The aliance soundtrack is made out of 3 different songs.

Yes the goal is to release around next stable megaglest release. But that's if all is ready by then.
I do apreciate the offer, having annex have a separate server would be useful, though I don't know if enough people plays annex multiplayer regularly.
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Re: Annex: BETA 1 RELEASED!!!
« Reply #290 on: 15 November 2011, 19:33:35 »
there are more servers than needed anyways in the moment.
and the goal is actually to make more people play it. i think in the stable version, the ftp download will be enabled again so people can just join with their normal megaglest, download the mod and start :)

maybe you should get annex into the mod section then?

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Re: Annex: BETA 1 RELEASED!!!
« Reply #291 on: 15 November 2011, 19:48:09 »
Thing is annex is not just a techtree but an entire new game with its own maps tileset sounds particles settings and menu. I replaced nearly everything from buttons on menu to sound fx like alert sound. I plan to if time allows to have its own intro as well. Annex is more taxing due to particles and its nature. To counter this I had annex have its own settings separate from mg.
So this can't work in mods menu at least the way it is now.  And letting people ftp might cause changes to megaglest. So yea there's a few reasons this wont work...
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Re: Annex: BETA 1 RELEASED!!!
« Reply #292 on: 20 November 2011, 00:07:29 »
It's now possible to have the data/ directory structure below UserData_Root and use this to overwrite original game content. But really that's more for testing things than for total conversions. If you want more, it would be good to file a feature request (unless you already did and i forgot, which s well possible), so that there can be a discussion on whether and how to do it.

People do play the Annex beta 1 as a techtree (using the complete MegaGlest game) these days, but this can cause problems when data gets mixed up by FTP transfers indeed. If, for now, or generally, the plan for Annex is to have it's own release of the full game for all supported platforms, based on MegaGlest releases or your own, then that's totally possible (though it does involve some repackaging work, some of which can be automated, and also some maintenance work). If that's the plan then it would be good to use a separate masterserver so that the issues discussed above will occur. We can offer to host your master server on megaglest.org if you wish so - all you really need is a shared web host with PHP5 and a MySQL backend, though.

I know it's not an easy decision to make. I don't know what I would do when I was in your situation, I assume it's a matter of personal preference, and of how much time you intend to spend (a separate project surely eats more time). Luckily you can always switch.
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Coldfusionstorm

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Re: Annex: BETA 1 RELEASED!!!
« Reply #293 on: 20 November 2011, 12:20:57 »
Packing 2 tech trees one for MG distro and one For Annex fx is not hard or time taking, only you have to upload two times and not one, and the MG techtree would not have all the exstra menu and intro sound. So one complete upload and one axed upload.
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Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #294 on: 21 November 2011, 03:16:38 »
@ tomreyn, Your entirely right I was thinking about this for a while now. Ideally, I would like to have a standalone version and a version downloadable, through megaglest. Though it would be a big download. Not sure if that will cause multiplayer issues between mg version and standalone, not to mention licensing issues. Ideas like a simplified (1 tech: Base Battle only) version, or special scenario version passed my mind as well. But then it would have the same issues as having a different GAE version, having two players wanting to play multiplayer but having two incompatible versions of game. :( I have zero skill in anything web related, especially setting up my own server, and not having the hardware either.  Its a hard decision, and I'm going to need some time to think about it... Thanks for heads up!

@Coldfusionstorm, Not as simple as that. I'm not sure which version of Annex you played, but in the version I released (on mod db) has many different Tech Trees (used for game modes), its own Tileset and Maps (neither are compatible with MG maps & Tilesets, and techs themselves not compatible with mg maps)
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Coldfusionstorm

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Re: Annex: BETA 1 RELEASED!!!
« Reply #295 on: 21 November 2011, 09:26:46 »
yes and no.

This is because you have such a odd folder stucture i guess it makes sense since you link alot of the same units (across game modes) to the data folders in the root folder

But wouldnt it then just help haveing a exstra tech tree as annex_base wich holds all game data?

But for now youre right,
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Ishmaru

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Re: Annex: BETA 1 RELEASED!!!
« Reply #296 on: 28 November 2011, 01:40:03 »
Btw, are their any maps (MG) that they would like to see in Annex?
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Re: Annex: BETA 1 RELEASED!!!
« Reply #297 on: 28 November 2011, 11:22:05 »
Btw, are their any maps (MG) that they would like to see in Annex?

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Btw,are there any maps (MG) people would like to see in Annex
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Re: Annex: BETA 1 RELEASED!!!
« Reply #298 on: 28 November 2011, 17:10:38 »

Btw,are there any maps (MG) people would like to see in Annex
sorry to be pedantic, but there should be a question mark at the end of your correction attempt :p

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Re: Annex: BETA 1 RELEASED!!!
« Reply #299 on: 29 November 2011, 15:39:39 »
 :| ... So... Do you guys want MG maps? If so, which maps?
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