Author Topic: NEW particle effects for Magic faction  (Read 3493 times)

stone33

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NEW particle effects for Magic faction
« on: 2 December 2012, 04:17:51 »
Hi, like the topic says, I have made some new particle effects , since I play glest, magic faction always has been my favorite, that´s why I decided make this, also I have some modifications in the faction for a better AI´perfomance(this for megapack mod), but for now I have posted this images for the gles´t community, feel free to give your opinion.

Code: [Select]
[IMG]http://imageshack.us/a/img6/5305/magic21.png[/img]

[IMG]http://imageshack.us/a/img100/3716/magic2h.png[/img]

[IMG]http://imageshack.us/a/img846/6177/magic16.png[/img]

[IMG]http://imageshack.us/a/img823/8272/magic63.png[/img]

[IMG]http://imageshack.us/a/img402/5628/magic15.png[/img]

[IMG]http://imageshack.us/a/img442/1390/screen1ebs.jpg[/img]

[IMG]http://imageshack.us/a/img203/4512/magic77.png[/img]
« Last Edit: 15 April 2016, 05:18:05 by filux »

-Archmage-

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Re: NEW particle effects for Magic faction
« Reply #1 on: 2 December 2012, 21:43:43 »
Looks like some good improvements to me!
I also have a suggestion for further improvement: Experiment with new particle images! ;)
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MightyMic

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Re: NEW particle effects for Magic faction
« Reply #2 on: 3 December 2012, 00:53:37 »
I think it looks good, needs some tweaking, but looks cool. I think that there are too many particles around the Summoners and Archmages, maybe just reducing that a little bit would look better. Also (if I understand it correctly) particles are pretty resource heavy, so reducing would also help in performance. Just a suggestion

stone33

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Re: NEW particle effects for Magic faction
« Reply #3 on: 3 December 2012, 06:54:02 »
Thanks for the replies:

Looks like some good improvements to me!
I also have a suggestion for further improvement: Experiment with new particle images! ;)


Yes I plan to work with particle images in the future.

I think it looks good, needs some tweaking, but looks cool. I think that there are too many particles around the Summoners and Archmages, maybe just reducing that a little bit would look better. Also (if I understand it correctly) particles are pretty resource heavy, so reducing would also help in performance. Just a suggestion

Well, the Summoners only use 1 particle effect and Archmages, despite it have 10 particles for ice nova attack, I have never seen a lag in the game, the particle effects in the images look a little crude compared with the particles that you see in the game, I will post a link below in order to the glest community can download the faction with the particle effects.

Here is a link for download magic faction with the particle effects and also another modifications for a better AI perfomance (cpu and cpu ultra) balanced with
megapack mod:

Principal modifications for magic faction AI:
-Magic faction attacks with more units and faster
-Now it use behemoths and golems in attacks
-Added some new upgrades
-New unit called soul (WIP)
-Attack boost for initiates and other units (NOTE:Maybe you cant attack with initiates unless you attack with an initiate group)

More images:

Code: [Select]
[IMG]http://imageshack.us/a/img443/203/magic25.png[/img]

[IMG]http://imageshack.us/a/img703/1294/screen6a.jpg[/img]

[IMG]http://imageshack.us/a/img585/2396/magic18.png[/img]

[IMG]http://imageshack.us/a/img547/617/screen1d.jpg[/img]
« Last Edit: 15 April 2016, 05:18:44 by filux »

Hagekura

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Re: NEW particle effects for Magic faction
« Reply #4 on: 4 December 2012, 09:20:36 »
What's the aim for intiates moving skill's minus 195 ep boost? :confused:
Code: [Select]
    <skill>
      <type value="move" />
      <name value="move_skill2" />
      <ep-cost value="2" />
      <speed value="150" />
      <anim-speed value="130" />
      <animation path="models/initiate_walking.g3d" />
      <sound enabled="false" />
      <attack-boost name="test1">
        <allow-multiple-boosts value="true" />
        <radius value="12" />
        <target value="faction">
          <unit-type name="initiate" />
        </target>
        <max-hp value="0" regeneration="0"></max-hp>
        <max-ep value="-195" regeneration="0" />
        <sight value="0" />
        <attack-strenght value="0" value-percent-multiplier="false" />
        <attack-range value="0" />
        <armor value="0" />
        <move-speed value="0" />
        <production-speed value="0" />
        <particles value="false">
          <!--originator-particle-file path="glow_particles.xml"/-->
        </particles>
      </attack-boost>
    </skill>
Because of this It's almost impossible to expand.
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stone33

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Re: NEW particle effects for Magic faction
« Reply #5 on: 4 December 2012, 22:12:11 »
What's the aim for intiates moving skill's minus 195 ep boost? :confused:
Because of this It's almost impossible to expand.

maybe you know certain AI behavior, when the initiates(workers) get stuck to harvest any resource, the AI disperse them in diferent directions, the most of time the initiates walk a long distance when it happens, this affects the faction perfomance, the purpose of moving skill's minus 195 ep boost is to reduce the distance that the initiate walks, for now you will have to give a harvest, repair or construction command if you want to explore with initiates, I will ask for help to the coders to fix this flaw, if this can be fixed, this "attack boots" could apply to others factions and improve its attacks.

I use this reply to ask the glest community more opinions about the particles effects and AI behaivor.

« Last Edit: 5 December 2012, 03:51:05 by stone33 »

Hagekura

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Re: NEW particle effects for Magic faction
« Reply #6 on: 6 December 2012, 06:22:10 »
maybe you know certain AI behavior, when the initiates(workers) get stuck to harvest any resource, the AI disperse them in diferent directions, the most of time the initiates walk a long distance when it happens, this affects the faction perfomance, the purpose of moving skill's minus 195 ep boost is to reduce the distance that the initiate walks, for now you will have to give a harvest, repair or construction command if you want to explore with initiates, I will ask for help to the coders to fix this flaw, if this can be fixed, this "attack boots" could apply to others factions and improve its attacks.

I use this reply to ask the glest community more opinions about the particles effects and AI behaivor.
That makes sense. but still I don't think the large ep minus boost for moving skill is a good way to solve the AI problem...

The particles looks very good. I like the particles of morphing, summoning and when mage tower was destroyed.

Btw You can also use the <ai-behavior> tag in the faction xml to give some direction for AI. https://docs.megaglest.org/XML/Faction
I recommend you to use the option to the next time.
« Last Edit: 18 June 2016, 19:33:35 by filux »
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stone33

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Re: NEW particle effects for Magic faction
« Reply #7 on: 21 January 2013, 05:47:04 »
following the Hagekura´s advice I have experimened with <ai-behavior> tag in the faction xml "https://docs.megaglest.org/XML/Faction" and made a second version of magic faction mod.

Download: https://www.dropbox.com/s/wem749o4455ln0d/magicv2.rar

Principal modifications for magic faction AI:

-Use of <ai-behavior> tag in magic faction xml
-AI´s attacks with more units
-Elimination of "initiate´s attack boost" that makes impossible explore/expand with initiates.

Again feel free to give your opinion.
« Last Edit: 18 June 2016, 13:44:58 by filux »

Omega

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Re: NEW particle effects for Magic faction
« Reply #8 on: 21 January 2013, 06:09:50 »
I'd like to see particles like these used in the MegaPack refit.
Edit the MegaGlest wiki: http://docs.megaglest.org/

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

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Re: NEW particle effects for Magic faction
« Reply #9 on: 22 January 2013, 02:34:49 »
I'd like to see particles like these used in the MegaPack refit.

Particles will be a later aspect of the graphics of course, but yes. Stone it would be awesome if you could hop on board later in development and work on the particles! :thumbup:
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stone33

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Re: NEW particle effects for Magic faction
« Reply #10 on: 23 January 2013, 04:05:53 »
I'd like to see particles like these used in the MegaPack refit.

Particles will be a later aspect of the graphics of course, but yes. Stone it would be awesome if you could hop on board later in development and work on the particles! :thumbup:

First of all, thanks for the replies.
It would be interesting to experiment particles effects in other factions, currently I am making particles effects in other factions of megapack, when Megapack refit its done It would be funny to try to make some particle effects to the factions.

 

anything