Author Topic: Story behind techtrees (native)  (Read 2065 times)

D.U.P.A.

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Story behind techtrees (native)
« on: 3 July 2012, 23:44:43 »
When glest was produced, was there any thought put into races or were they just provvisory? Talking about the two native races, from original glest, Tech and Magic. They have some originality, still there are things that bother me.

Tech would mean somehow more technologically advanced race (from medieval fantasy) point of view, but they still have very basic units at the start, they even use a mere bows as ranged weapon, at least they could use crossbows if nothing more advanced. Catapults are not pinnacle of technology either. Air ballista makes little sense tbh. Also basic units are mere swordsmen, they have even two of them, which makes one of them obsolete already at the start of the game, after that you already have horsemen and battle machine which or obviously better than those two little guys.

Magic is interesting, but they are supposed to be evil or good? Those humans serving there do not look that evil, especially archmages, but most of the creatures summoned are usually sided by evil side in games. And summoner which summons that lizard is the same who is riding. I find it funny how they change clothes and all. Although somehow bothers me lack of melee units, seems that ghost armor is the strongest.

I know it sounded like a rant on races, but I just wanted to know, if there is any background of these two races (others, like indians, norsemen, romans are already self explanatory), having their heroes and their lore and land or it was just a filler for demonstration purposes of a more an game engine than a complete game?

John.d.h

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Re: Story behind techtrees (native)
« Reply #1 on: 4 July 2012, 03:02:23 »
Yes, there is a story explaining the relationship between the two factions.  You can read about it here: https://docs.megaglest.org/Glest_Background
« Last Edit: 18 June 2016, 18:45:47 by filux »

D.U.P.A.

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Re: Story behind techtrees (native)
« Reply #2 on: 9 July 2012, 01:23:36 »
I read it, however it mostly describes magic users and it takes more philosophical approach. No maps, main event, timelines, important people and so on. Are there any other creatures in the world of Glest or just human? Then where could those summoned creatures come from? And the name Glest, what is its meaning? More things should be known about tech faction, what brought them that advanced machinery as war machines and airships?

John.d.h

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Re: Story behind techtrees (native)
« Reply #3 on: 9 July 2012, 03:15:18 »
I don't have answers for any of the other questions, but Glest's name comes from "OpenGL" and "estrategia" ("strategy" in Spanish).

NoQ

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Re: Story behind techtrees (native)
« Reply #4 on: 9 July 2012, 19:12:15 »
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after that you already have horsemen and battle machine which or obviously better than those two little guys.
Not really, guards are absolutely essential due to their metal armor. In a Tech vs. Tech battle, guards are very effective against archers, while horsemen are fairly fragile against them.

tomreyn

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Re: Story behind techtrees (native)
« Reply #5 on: 10 July 2012, 17:33:09 »
Hi D.U.P.A.! Now that we've worked out that there is a lack of a storyline for MegaGlest (or Glest in general), and since you seem to be interested in this aspect, I wonder whether you thik you could provide us with one? It's probably not easy to come up with a story which brings all of the factions in the Megapack together, but then, if you start your story with just Tech an Magic and spin it up that they wanted to have a fight and thus created the other factions then it may become a story (or whatever else you can make up). Is this something you could imagine to do?

If you come up with a good story and Titi likes it, chances are it can be shipped alongside future MegaGlest releases.
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Omega

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Re: Story behind techtrees (native)
« Reply #6 on: 10 July 2012, 20:34:54 »
Hi D.U.P.A.! Now that we've worked out that there is a lack of a storyline for MegaGlest (or Glest in general), and since you seem to be interested in this aspect, I wonder whether you thik you could provide us with one? It's probably not easy to come up with a story which brings all of the factions in the Megapack together, but then, if you start your story with just Tech an Magic and spin it up that they wanted to have a fight and thus created the other factions then it may become a story (or whatever else you can make up). Is this something you could imagine to do?

If you come up with a good story and Titi likes it, chances are it can be shipped alongside future MegaGlest releases.
But there is one? (see John's first post)
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

John.d.h

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Re: Story behind techtrees (native)
« Reply #7 on: 10 July 2012, 22:19:51 »
There was also a previous attempt to create a more fleshed-out one.  See here for reference: https://forum.megaglest.org/index.php?topic=309.0

D.U.P.A.

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Re: Story behind techtrees (native)
« Reply #8 on: 10 July 2012, 23:54:09 »
Hi D.U.P.A.! Now that we've worked out that there is a lack of a storyline for MegaGlest (or Glest in general), and since you seem to be interested in this aspect, I wonder whether you thik you could provide us with one? It's probably not easy to come up with a story which brings all of the factions in the Megapack together, but then, if you start your story with just Tech an Magic and spin it up that they wanted to have a fight and thus created the other factions then it may become a story (or whatever else you can make up). Is this something you could imagine to do?

If you come up with a good story and Titi likes it, chances are it can be shipped alongside future MegaGlest releases.

Well, I'm actually not a good writer, it was more a surprise that no official lore has been made, because good writers are usually easy to find, at least compared to programmers and artists who made this game from scratch. Silent did a good try, but there wasn't definitive outcome.

Although honestly I prefer the original races, they look more varied and interesting, interface and icons of newly added races aren't in the style of default magitech and somehow they don't seem to fit much. Hah, for these there is the other free RTS to care about, 0.a.d. :P, so the story should revolve mostly around magitech, maybe some could be added as passing by or easter egg in a possible campaign.

Btw, if wanting to make a scenario, are there some sort of triggers for mapmaking? If there is something, how powerful it is, I mean it comes at least near starcraft 1 editor with such triggers? Can you create, kill, replace, manually order units or pause, end (victory or defeat) the game, set weather and daytime, detecting where the units are, if any died and some other utilities?

P.S. This game for some reason reminds me of warlords battlecry, it could be good to see if this game would go similar way in case no sequels of wbc would be created :)

NoQ

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Re: Story behind techtrees (native)
« Reply #9 on: 14 July 2012, 02:10:56 »
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good writers are usually easy to find, at least compared to programmers and artists
Heh, if only that were true. I think we're having much more good programs than good stories nowadays (:

Zhook

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Re: Story behind techtrees (native)
« Reply #10 on: 14 July 2012, 03:21:47 »
Story bases on conflickt.
Mainly story must include it.
One nation must have that, what needs another nation.
This will be central bone of campain.
And, I think ,must be scenario editor program with GUI or campain editor.(like in warcraft)
Users theirselves will write stories and legends of magic world, create campains(best campains will be standart).
Look at warcraft project: thousands campains and scenarious wrote by users in gui-scenario editor. :archer:

Omega

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Re: Story behind techtrees (native)
« Reply #11 on: 14 July 2012, 04:21:55 »
Story bases on conflickt.
Mainly story must include it.
One nation must have that, what needs another nation.
This will be central bone of campain.
And, I think ,must be scenario editor program with GUI or campain editor.(like in warcraft)
Users theirselves will write stories and legends of magic world, create campains(best campains will be standart).
Look at warcraft project: thousands campains and scenarious wrote by users in gui-scenario editor. :archer:
A GUI scenario editor isn't really necessary to make a great campaign. Our current Lua scripting works well, but there's still a lack of a few basic features such as the ability to display an image or video. There's also no commands to heal units or influence their stats. Despite that, a few nice scenarios exist (true campaigns are a bit rocky though), although you are right, there isn't a campaign telling the "main story" behind (Mega)Glest. The reason for that is more of the lack of a unified, well written story than the lack of scenario writers.
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

treba

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Re: Story behind techtrees (native)
« Reply #12 on: 14 July 2012, 12:04:35 »
well, my gui scenario editor is still under development and coming ;)
seriously.

Zhook

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Re: Story behind techtrees (native)
« Reply #13 on: 14 July 2012, 16:28:59 »
With gui editor to make scenario will become simply and faster.  :D
Many users will become able to experiment on prax and , maybe, create wonderfull scenarious.
No-campains is weak point of megaglest.  :(

 

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