Author Topic: New GAE Support For Various Things To Improve Modding  (Read 2874 times)

MoLAoS

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« Last Edit: 22 June 2012, 04:04:29 by MoLAoS »

wciow

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Re: New GAE Support For Various Things To Improve Modding
« Reply #1 on: 11 May 2012, 14:27:56 »
It nice to have someone actively working on GAE again  :)

Please make sure you merge your changes into the main GAE, the last thing we need is another fork!
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

Coldfusionstorm

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Re: New GAE Support For Various Things To Improve Modding
« Reply #2 on: 11 May 2012, 18:14:55 »
This sounds like very interesting features!.

Im personally very hooked on crossplatform multiplayer, but im not sure if thats what you meant ;D.
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John.d.h

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Re: New GAE Support For Various Things To Improve Modding
« Reply #3 on: 11 May 2012, 20:56:44 »
Bah. Capturable units is being a pain. Apparently the way that Glest stores faction ids is really dumb. I may end up having to have the unit die if captured and then recreate a new unit in its place with a new faction id.
You'd have to be careful that the "dead" unit's status transfers over to the new one, i.e. HP, EP, kill count if applicable, rotation.  Also worth considering is how the capture counts as far as kills goes.  Should it count as a kill for the capturing side and the capturing unit?  Should it count as a death for the side that lost it?  I think that certainly seems reasonable for it to, but it's something to consider.

Still, this is a long-standing ticket, so it will/would be nice to see it come to fruition. :)

Also, I'm glad you made the features in a portable way, as it would be nice to see some of GAE's features moved over to MG, and/or the other way around.  In fact, as far as cross-platform multiplayer and all that network code goes, it might be easier to use MG as a base. :-X  Regardless of how you do it, I'm glad to see some new life being breathed into the engine.