Author Topic: Some new MG Features  (Read 6343 times)

MuwuM

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Some new MG Features
« on: 6 February 2011, 20:25:28 »
Here is a list of new features i developed for MG that are now included in SVN
  • Bug fix: Made it possible to morph a building when there's something inside its cellmap ( I posted before on: https://forum.megaglest.org/index.php?topic=6470.0)
  • New Spawn Attack: an attack wich deals no damage, but spawn a number of units attacking the aim.
    Usage:
    (click to show/hide)
  • New life-costs for skills: added ability to set the costs for skills besides of enery to life.
    Usage:
    (click to show/hide)

olaus

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Re: Some new MG Features
« Reply #1 on: 6 February 2011, 21:35:41 »

sounds good. are those spawned units temporary or permanent? the later would have to be carefully balanced because that would be unit production without spending gold (if one attacks his own building and stops the spawned units attack immediately. making them temporary would probably be better.

will

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Re: Some new MG Features
« Reply #2 on: 6 February 2011, 22:11:44 »
or make it n-shot, i.e. rockets launched from a launcher?

titi

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Re: Some new MG Features
« Reply #3 on: 6 February 2011, 23:20:21 »
Another thing MuwuM added are units with limited life ..... These will be the bullets rockets, drones  or whatever.
Maybe its also possible to make these spawned units not controllable for the player. All in all tons of possibilities for modders.

Onyl problem I see is the needed cpu power for this huge amount of spawned units  :-D

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olaus

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Re: Some new MG Features
« Reply #4 on: 11 February 2011, 18:16:09 »
Onyl problem I see is the needed cpu power for this huge amount of spawned units  :-D

moore's law will take care of it ;)

will

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Re: Some new MG Features
« Reply #5 on: 11 February 2011, 21:40:51 »

moore's law will take care of it ;)

I don't share your optimism - recent improvements to keep pace with moore's promise have been sideways - more cores, gpgpu - which is not where glest is prepared yet to go

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Re: Some new MG Features
« Reply #6 on: 16 June 2011, 05:57:01 »
+1 for the spawn attack, looks like that is going to be a lot of fun!

titi

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Re: Some new MG Features
« Reply #7 on: 16 June 2011, 09:27:25 »
so it still works? ( I remeber we had some trouble the time this was introduced, thats why I am asking )
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Re: Some new MG Features
« Reply #8 on: 16 June 2011, 10:01:48 »
so it still works? ( I remeber we had some trouble the time this was introduced, thats why I am asking )

Haven't tested it to destruction yet

Certainly it does spawn units if they are specified

I can think of ways I *want* to use this - not just using it for the sake of it, but using it to enhance the gameplay as I see it - but we'll see how well it works in practice then

Ishmaru

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Re: Some new MG Features
« Reply #9 on: 16 June 2011, 23:03:46 »
Glad to know these are working again!
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Re: Some new MG Features
« Reply #10 on: 18 June 2011, 21:04:22 »
I can't spot how to make the spawned units die when they attack.  You can of course mess around with splash but I would prefer if that was an explicit option in the XML.

So its got promise, but it isn't quite right for what I had in mind unfortunately.

Ishmaru

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Re: Some new MG Features
« Reply #11 on: 18 June 2011, 21:36:53 »
Here is a list of new features i developed for MG that are now included in SVN
  • New life-costs for skills: added ability to set the costs for skills besides of enery to life.
    Usage:
    (click to show/hide)

Does this still work? Part of MuwuM patches. Sounds like this will do the trick. Uses up hp of unit per attack.
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titi

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Re: Some new MG Features
« Reply #12 on: 19 June 2011, 00:49:36 »
this is what muwum had in mind
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ElimiNator

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Re: Some new MG Features
« Reply #13 on: 23 June 2011, 16:30:35 »
Here is a list of new features i developed for MG that are now included in SVN

  • Bug fix: Made it possible to morph a building when there's something inside its cellmap ( I posted before on: https://forum.megaglest.org/index.php?topic=6470.0)
  • New Spawn Attack: an attack wich deals no damage, but spawn a number of units attacking the aim.
    Usage:
    (click to show/hide)
This feature is buggy, every time the unit attacks it spawns the specified amount weather or not the unit/s created previously are dead or not.
The map can fill at a rapid rate...
[/list]
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Omega

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Re: Some new MG Features
« Reply #14 on: 23 June 2011, 16:51:47 »
This feature is buggy, every time the unit attacks it spawns the specified amount weather or not the unit/s created previously are dead or not.
The map can fill at a rapid rate...
Ideally, that would be fine, since it could be used for self-destructing units, since it wouldn't stop an attack from working if the second attack starts before the first ends, but if spawning regular foes (that's kinda an iffy for gameplay though), it could be undesired. Perhaps there could be an additional XML value to only create the units if the previously created units are dead? Preferably not the default, though.
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ElimiNator

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Re: Some new MG Features
« Reply #15 on: 24 June 2011, 02:23:47 »
This feature is buggy, every time the unit attacks it spawns the specified amount weather or not the unit/s created previously are dead or not.
The map can fill at a rapid rate...
Ideally, that would be fine, since it could be used for self-destructing units, since it wouldn't stop an attack from working if the second attack starts before the first ends, but if spawning regular foes (that's kinda an iffy for gameplay though), it could be undesired. Perhaps there could be an additional XML value to only create the units if the previously created units are dead? Preferably not the default, though.
Yes, that is exactly what I want.
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Ishmaru

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Re: Some new MG Features
« Reply #16 on: 24 June 2011, 03:42:50 »
dont forget that there are times where one would want to make extra units each time even if previous uis still exist. I have some uses in mind for this.
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Re: Some new MG Features
« Reply #17 on: 24 June 2011, 05:48:23 »
Isn't there an XML setting for a unit to die after a specified time? I thought I read that somewhere?

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Re: Some new MG Features
« Reply #18 on: 24 June 2011, 15:32:12 »
Isn't there an XML setting for a unit to die after a specified time? I thought I read that somewhere?
No, I don't think so. But you can make his health tick down.

dont forget that there are times where one would want to make extra units each time even if previous uis still exist. I have some uses in mind for this.
Wouldn't it be better to use the produce skill?
You could cheet by attacking your own units a get tons of free units.
« Last Edit: 24 June 2011, 15:35:03 by ElimiNator »
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titi

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Re: Some new MG Features
« Reply #19 on: 24 June 2011, 17:29:27 »
This feature was never meant for units which live very long. You must find a way to get rid of the units :D.  For example with counting down live points or very large visibility so they always attack the enemy. A special max number of units which can be spawned is very tricky to do, the user will no really understand it with the current GUi and the AI will not play it the right way, so I don't think its a good idea.
 

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Omega

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Re: Some new MG Features
« Reply #20 on: 24 June 2011, 18:09:18 »
dont forget that there are times where one would want to make extra units each time even if previous uis still exist. I have some uses in mind for this.
Wouldn't it be better to use the produce skill?
You could cheet by attacking your own units a get tons of free units.
So implement another feature that will prevent friendly fire from counting, in the same way team-kills aren't counted. Besides, I'll make an assumption that if the attack makes permanent units, it probably has a high EP cost, or at least, is designed fittingly with the mod.

This feature was never meant for units which live very long. You must find a way to get rid of the units :D.  For example with counting down live points or very large visibility so they always attack the enemy. A special max number of units which can be spawned is very tricky to do, the user will no really understand it with the current GUi and the AI will not play it the right way, so I don't think its a good idea.

Also, there seems to be some textbox error, that scrollbar should not be appearing... It'll be gone in the new theme.

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« Last Edit: 25 June 2011, 00:47:02 by Omega »
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Ishmaru

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Re: Some new MG Features
« Reply #21 on: 24 June 2011, 19:52:34 »
Wouldn't it be better to use the produce skill?
You could cheet by attacking your own units a get tons of free units.
Let us let the creators of the mods determine what is and what is not cheating, for what i have planned (in Annex) its not cheating at all. Its creator's responsibility to make it work, so lets not assume its cheating by its face value.

So implement another feature that will prevent friendly fire from counting, in the same way team-kills aren't counted. Besides, I'll make an assumption that if the attack makes permanent units, it probably has a high EP cost, or at least, is designed fittingly with the mod.
Agreed! :thumbup:

This feature was never meant for units which live very long. You must find a way to get rid of the units :D.  For example with counting down live points or very large visibility so they always attack the enemy. A special max number of units which can be spawned is very tricky to do, the user will no really understand it with the current GUi and the AI will not play it the right way, so I don't think its a good idea.

Yes we dont want hundreds of spawned permanent units, but a few is ok, we just have to keep conscious of this, if done right it can bring new strategies for player.

Arguments for restrictions are valid and as such should be implemented, however let's make sure to leave the option for mods to not use these restrictions if they do not want to use them. Preventing friendlily fire from spawning units is a great idea!

PS: I appreciate those who stand up for customization rights of the mod devs, and those who want game purity, lets try to be constructive and not war about this.
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ElimiNator

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Re: Some new MG Features
« Reply #22 on: 24 June 2011, 20:58:00 »
This feature was never meant for units which live very long. You must find a way to get rid of the units :D.  For example with counting down live points or very large visibility so they always attack the enemy. A special max number of units which can be spawned is very tricky to do, the user will no really understand it with the current GUi and the AI will not play it the right way, so I don't think its a good idea.
If you can't have a <Units-Must-Be-Dead="true"/> option,
Can you at least:
So implement another feature that will prevent friendly fire from counting, in the same way team-kills aren't counted. Besides, I'll make an assumption that if the attack makes permanent units, it probably has a high EP cost, or at least, is designed fittingly with the mod.
Agreed! :thumbup:
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Ishmaru

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Re: Some new MG Features
« Reply #23 on: 25 June 2011, 14:14:10 »
I cant seem to get hp cost function working, any one else had any luck?
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MuwuM

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Re: Some new MG Features
« Reply #24 on: 28 June 2011, 00:04:22 »
HP cost works exactly like EP cost with the only difference that HP is calculated after a hit.

Here is an example for an unit with HP-Cost and Negative Live Regeneration.
(click to show/hide)

Here are the important lines:
(click to show/hide)

 

anything