Author Topic: Add features as available in GAE: auto attack/flee/repair, patrol, guard  (Read 6226 times)

victorj

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Playing GAE  for the first time I noticed that is a great game and fun, GAE has more features of the factions it's inevitable to say that one is better than another, but each has its advantages. "Dismissing the Possibility of a merger", I think MegaGlest need some features of GAE. I see this as a possibility to add features more easily, which was derived from the same Glest Engine.   
Import Option:   

* Auto Attack - on / off
* Auto Flee  - on / off
* Auto repair - on / off

* Handling:
* Patrol
* Guard

I hope that they can in MegaGlest, and still not discard the possibility of a merger. Thank you. :D
« Last Edit: 25 September 2012, 13:54:10 by tomreyn »

Pizza90

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Re: add some features of GAE.
« Reply #1 on: 9 June 2012, 22:32:17 »
Victorj i think that many people would like to see some GAE features being ported on megaglest, i'd like to see water units for example! For what i know (as you know i am not a developer) The problems are three. First: the code of GAE is not the the same at 100% of the megaglest one, so titi and softcoder could not simply copy and past the code from GAE to megaglest, the second is that not all the features in GAE works at 100% some are still bugged (from what i have understood from others players), and third there are not enough developers to write so much codes for these features in a short time!
I translated Megaglest in italian and i keep the translation updated.

victorj

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Re: add some features of GAE.
« Reply #2 on: 9 June 2012, 23:38:40 »
 Pizza90 I think units of water would be too complicated to add up because GAE does not have yet, in fact I think it was a Project Red has John.dh To add units of water in the Glest Engine, but this is still under development and GAE and MG has not yet this support. In my view these resources that I mentioned would be easier to add them in MG, or also developers of MegaGlest can think of implementing different features of GAE, more personal ideas of them.  ;)

Omega

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Re: add some features of GAE.
« Reply #3 on: 10 June 2012, 01:18:56 »
Pizza90 I think units of water would be too complicated to add up because GAE does not have yet, in fact I think it was a Project Red has John.dh To add units of water in the Glest Engine, but this is still under development and GAE and MG has not yet this support.
Whaaa? Apocalyptic Dawn has had water units for almost a year, now.
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John.d.h

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Re: add some features of GAE.
« Reply #4 on: 10 June 2012, 01:42:55 »
I don't understand why you guys think adding water units would be hard.
The impression I got from when Silnarm first got them working, was that it was one of the harder things he'd done for the engine.  I think he had to basically overhaul the "fields" system.

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Re: add some features of GAE.
« Reply #5 on: 10 June 2012, 02:16:35 »
I guess that is why it looks so easy. ;D

As far as MG goes, I think they basically said that they don't want water units (among other things) at this time because the AI wouldn't know how to use them. I could be misunderstanding their intentions, but that is what I got out of it.

victorj

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Re: add some features of GAE.
« Reply #6 on: 10 June 2012, 03:33:24 »
Pizza90 I think units of water would be too complicated to add up because GAE does not have yet, in fact I think it was a Project Red has John.dh To add units of water in the Glest Engine, but this is still under development and GAE and MG has not yet this support.
Whaaa? Apocalyptic Dawn has had water units for almost a year, now.
Apocalyptic Dawn, did? whaa, but I did not know why I participate in the forum recently do not know many vanilla, and derived from Glest engine. But I think even the majority think that GAE has many more features than MG and GAE also find better,  I must point out that MG has a stable and playable online mode, I think the community is not united may seem more no is because: "we do not have a very complete game," for example GAE and MG each has its advantages, is very divide this by choosing which one is best. "Truly, I think the old Glest Team had a united community of Truth." I told all my opnion. would greatly, Thank you all.  ;D
« Last Edit: 30 June 2012, 11:52:46 by victorj »

D.U.P.A.

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Re: add some features of GAE.
« Reply #7 on: 24 July 2012, 23:30:52 »
I think that the most urgent feature from gae would be auto return after attacking, although it doesn't seem to work, at least the last released version. It's very annoying how enemy can run around you just to destroy your formation and everything bursts into chaos and you need precious time to rearrange it again or have your units scattered all around the map and easily picked by the enemy.

titi

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Re: add some features of GAE.
« Reply #8 on: 24 July 2012, 23:32:18 »
Thats not annoying! Thats the fun playing it! Its called micro management ....
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

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Re: add some features of GAE.
« Reply #9 on: 24 July 2012, 23:45:40 »
No, it becomes a nuissance, just like the "micromanagement" in total annihilation kingdoms, where 90% of time you are spending moving your scout birds to spot enemy encampments to be able to attack them before they attack you. To stop about ranting about TAK, in this case, if you are currently busy in other place, it can basically ruin your army. After all, you don't micro only your current army, but also the economy, building workers and troops, assigning workers to resources, building buildings, scounting and so on, ... so saying it encourages micromanagement it's more an excuse, like blizzard did with its 12 unit selection in warcraft 3, they tried to explain that this way isn't too easy, but the truth is they were just too lazy to implement large amount of units selected at the same time, in 2002 most of RTS game had almost unlimited unit selection. Anyway, it can get very frustrating when having tons of units, especially if archmages are in the army, so you must pull your melee back all the time, so you they won't get hit by their splash.

Omega

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Re: add some features of GAE.
« Reply #10 on: 25 July 2012, 00:19:39 »
Auto return can be toggled in the ini. Not everyone likes THAT kind of micromanagement... In my opinion, it makes the AI seem a bit... dim.
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D.U.P.A.

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Re: add some features of GAE.
« Reply #11 on: 25 July 2012, 00:25:41 »
that you can toggle only in gae I presume?

Omega

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Re: add some features of GAE.
« Reply #12 on: 25 July 2012, 00:33:14 »
that you can toggle only in gae I presume?
Yes. My point is that an option would allow those who actually like that kind of micromanagement (definitely not me, and I manually control my workers in Civilization -- some degree of micro is fun) can have their cake and eat it too. It'd also be nice to have the ability to toggle auto attack, auto return, and auto flee as in GAE, which procured applicable buttons on units to toggle those features on or off on the fly.
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-Archmage-

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You guys want MG to catch on more, implement auto attack/flee/repair, and an automated(no extra xml work) guard/patrol combo. Make it toggleable in the .ini, menu, and in-game. People will love MG. My dad will start playing it, he would never play MG only GAE just because of the auto return/repair. Hell, I might get addicted again.  8)
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Coldfusionstorm

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As always, if this get's implemented do it so it's a skill/command, so modders have the freedom to chose personally my game(built on the mg engine), would have no use of such a feature, and in fact, would suffer from it as result.
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Omega

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As always, if this get's implemented do it so it's a skill/command, so modders have the freedom to chose personally my game(built on the mg engine), would have no use of such a feature, and in fact, would suffer from it as result.
But if it's a modder's choice, it's pretty useless unless the mod in question had enabled it. It should be a player's choice. After all, that's who it affects.
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victorj

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This question will more specifically for "Omega"

Not want to take much time but could respond? Leaves me puzzled because there is still the difficulty of porting some interesting features of GAE for MegaGlest? I know it's hard work, but let's think of some better thing at least :D. In my view I think the developers are a few really discouraged :(... But it must be by having few developers... But we frankly my previous posts I demanded much more, things like "Improvement in Water Graphics," I before to create this topic very aware that this was a suggestion more "humble" than the others, that to me would be a major step toward bringing new possibilities to MegaGlest. Thanks.

-Archmage-

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Everyone wants auto-repair. Devs don't care, they think it is unnecessary.
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Omega

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Everyone wants auto-repair. Devs don't care, they think it is unnecessary.
While I agree most of the community probably wants auto-repair, the devs are free to code as they wish. They have no obligation to code anything, least of all what the community wants. I'm just glad we have at least a few active devs, not to mention how great people like Softcoder are at fixing bugs. There's numerous times when multiple bugs are reported in a single day and all fixed within hours. Would I personally like to see one of the devs focus on features like auto repair? Sure, but that's not my choice, nor yours, nor the community's. Unless we want to raise a couple thousand dollars a month to hire one of the devs full time (in all seriousness, 0AD did such a thing with remarkable success, but we don't have those kinds of funds).

If we want auto repair, the solution is simple: take courses in computer science and program it outselves. Okay, maybe not that simple, but a solution all the same. Heck, if no one implements it in the next two to three years, perhaps I'll be the one doing it.
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Pizza90

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I think automatizing things like would happen with autorepairs would make mg less fun to play you remove management parts from a rts game, but this is my opinion as player.

Talking about omega's words, what if the team doesnt want to include your code (we are talking theoretically)?the one who codes it would fork mg, which seems not good since there are not many players yet.
I translated Megaglest in italian and i keep the translation updated.

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It automizes management you shouldn't have to do. Units should guard the camp more or less automatically not just let it be destroyed.
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Pizza90

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I was talking about autorepairs, i am in favour of patrolling and/or guarding feature, but i think it would be more fun not losing all the freedom of management an rts should have (imo) .
I translated Megaglest in italian and i keep the translation updated.

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Well, I LOVE auto-repair. I've only ever asked for toggleable autorepair, those of you that don't want it don't have to have it!
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Some people are just into boring clickfests and you'll never convince them otherwise. And they dominate the market 1000000000 to 1.

That's the whole reason I have to make my own games. There are maybe 10 games worth playing if you look really really hard in RTSes these days and most of them are citybuilder or sim hybrids.

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Some people are just into boring clickfests and you'll never convince them otherwise. And they dominate the market 1000000000 to 1.

That's the whole reason I have to make my own games. There are maybe 10 games worth playing if you look really really hard in RTSes these days and most of them are citybuilder or sim hybrids.

 :O
I only play Glest and Total War. These days only Glest. :P
MoLAos do you have auto repair or anything in your engine? o:
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