Author Topic: Generic MG Refit Discussion (renamed)  (Read 40917 times)

MuwuM

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Re: Generic MG Refit Discussion (renamed)
« Reply #100 on: 19 December 2012, 10:19:05 »
Ok, then I would work on the desert-people.  But still need artists...

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Re: Generic MG Refit Discussion (renamed)
« Reply #101 on: 19 December 2012, 11:12:33 »
Elim/Omega/John/Mr.War

Omega is currently busy with finals but should be done soon last I heard.
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MuwuM

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Re: Generic MG Refit Discussion (renamed)
« Reply #102 on: 19 December 2012, 15:59:28 »
I like the Idea of having heroes. So we should generally add at least one hero unit to each faction. To limit heroes we could use a hidden static ressource (e.g. 'legendary soul' ).

Code: [Select]
<resource>
   <image path="images/image.bmp"/>
   <type value="static">
      <recoup-cost value="true" />
   </type>
   <display value="false"/>
</resource>

<recoup-cost value="false" /> to disable resurrection ;-)

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Re: Generic MG Refit Discussion (renamed)
« Reply #103 on: 19 December 2012, 16:00:58 »
I like the Idea of having heroes. So we should generally add at least one hero unit to each faction. To limit heroes we could use a hidden static ressource (e.g. 'legendary soul' ).

Code: [Select]
<resource>
   <image path="images/image.bmp"/>
   <type value="static">
      <recoup-cost value="true" />
   </type>
   <display value="false"/>
</resource>

<recoup-cost value="false" /> to disable resurrection ;-)

Am I the only one here who absolutely hates to use a hidden resource? I just wished that unit limits were built into the engine!

MuwuM

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Re: Generic MG Refit Discussion (renamed)
« Reply #104 on: 19 December 2012, 16:11:56 »
There are unit limits ... but they are not working for two different unit-types ... which would mean some larger changes in code....

Omega

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Re: Generic MG Refit Discussion (renamed)
« Reply #105 on: 19 December 2012, 16:22:08 »
Am I the only one here who absolutely hates to use a hidden resource? I just wished that unit limits were built into the engine!
We can use unit limits for most heroes, but if the desert nomads are using two heroes, it has to be a hidden resource. I'm also not sure about setting recoup to false. If the hero is expensive enough, it should be a risk enough to lose. It'd be kind of nice if we could set a cooldown on the recoup of the resource. For example, when the hero dies, the "hero resource" isn't recuperated for, say, 3 minutes. That'd need a new feature though, and I'm wary of being dependent on non-existent features just in the hopes it might get implemented before the mod is done.

Also, moving this topic to the mods board, as that's where the other MegaGlest refit topics are.
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ElimiNator

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Re: Generic MG Refit Discussion (renamed)
« Reply #106 on: 19 December 2012, 17:36:03 »
No need for a resource, we can just do:

<max-unit-count value="1"/>

And make it cost lots of resources to produce, forcing you to save up.

Also we will wait to do Romans till Norse and Egypt are done.
« Last Edit: 19 December 2012, 17:52:04 by ElimiNator »
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MuwuM

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Re: Generic MG Refit Discussion (renamed)
« Reply #107 on: 19 December 2012, 19:10:39 »
max-unit-count does not work for limiting 2 units of different types to have only one of them build...

You are mentioning Dropbox a lot... I personally don't like it much for such a project... it is not good enougth in merging changes... why don't we use SVN or Git (Github is free for OpenSource stuff)... which are really made for development and not just for sharing?

ElimiNator

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Re: Generic MG Refit Discussion (renamed)
« Reply #108 on: 19 December 2012, 19:17:40 »
max-unit-count does not work for limiting 2 units of different types to have only one of them build...
Why would we what that? If there are two heroes you should be able to produce them both.
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Zoythrus

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Re: Generic MG Refit Discussion (renamed)
« Reply #109 on: 19 December 2012, 19:19:28 »
max-unit-count does not work for limiting 2 units of different types to have only one of them build...
Why would we what that? If there are two heroes you should be able to produce them both.
It's A xor B, Elim.

MoLAoS

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Re: Generic MG Refit Discussion (renamed)
« Reply #110 on: 19 December 2012, 19:19:44 »
You wouldn't want both if your goal was to pick between good and evil or something. There are dozens of games where you only get to pick one of a set of units.

Zoythrus

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Re: Generic MG Refit Discussion (renamed)
« Reply #111 on: 19 December 2012, 19:30:41 »
Maybe the heroes can have a unique unit associated with them. A unit that the hero can summon (that you can't get any other way) to make the faction unique.

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Re: Generic MG Refit Discussion (renamed)
« Reply #112 on: 19 December 2012, 19:59:58 »
We're using dropbox for the graphics and gameplay part, you can use github for the code, but it was simpler to use dropbox. Plus our team has experience with it.
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MuwuM

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Re: Generic MG Refit Discussion (renamed)
« Reply #113 on: 19 December 2012, 20:12:35 »
ALL code changes from me will only be submitted to MG. I don't accept a code-forking. Then I have to use dropbox...

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Re: Generic MG Refit Discussion (renamed)
« Reply #114 on: 19 December 2012, 20:16:40 »
Whatever gets the features in and keeps everyone happy.
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MuwuM

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Re: Generic MG Refit Discussion (renamed)
« Reply #115 on: 19 December 2012, 21:26:14 »

Zoythrus

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Re: Generic MG Refit Discussion (renamed)
« Reply #116 on: 19 December 2012, 22:24:13 »
Zoy and me did summarize the two faction topics into google documents...

Njord: https://docs.google.com/document/d/1B_exswRUbeQBSaQZD9CI0M2oYALsrnl2C353r-sI65g/edit
Desert Nomads: https://docs.google.com/document/d/11jdEdRhQ4sGB0UL5KHs8K6XVtzrI-z6MLp9hnBb3JXc/edit
Hey guys, we've updated these pages! Give them a look! We want feedback. ;)

Omega

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Re: Generic MG Refit Discussion (renamed)
« Reply #117 on: 20 December 2012, 10:30:49 »
Maybe the heroes can have a unique unit associated with them. A unit that the hero can summon (that you can't get any other way) to make the faction unique.
While possible, it doesn't really fit in with the current set of units, and having a non-displayed resource of which you only have one of works fine. Use <display value="false" /> in the resource XML.

Also, as mentioned in the last topic, note that you can highlight text and add a comment with the "add comment button" (ctrl + alt + m) in the Google doc. It's organized.
« Last Edit: 18 June 2016, 17:36:30 by filux »
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wciow

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Re: Generic MG Refit Discussion (renamed)
« Reply #118 on: 20 December 2012, 21:09:36 »
Someone needs to write a design document for the Olmas faction. Then I can start working...
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

ElimiNator

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Re: Generic MG Refit Discussion (renamed)
« Reply #119 on: 20 December 2012, 21:53:57 »
I think were doing Norse and Desert first.
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Re: Generic MG Refit Discussion (renamed)
« Reply #120 on: 20 December 2012, 23:15:42 »
Wciow: As Eliminator said. Please join in on the current development man. :thumbup: :) Pick Norse or Desert. The reason we're collaborating is to raise the quality level. :thumbup:
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MuwuM

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Re: Generic MG Refit Discussion (renamed)
« Reply #121 on: 21 December 2012, 13:13:56 »
We should plan the central armor and damage-types. I prepared a GoogleDocSheet for this.

I also added a simple Damage calculator for testing:
Damage-Calculator
« Last Edit: 21 December 2012, 16:10:58 by MuwuM »

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Re: Generic MG Refit Discussion (renamed)
« Reply #122 on: 24 December 2012, 05:46:02 »
So, I finally got synced up with the dropbox folder and took a look at it. I'd like to propose we delete all the existing MegaPack stuff and start from scratch rather than editing it into the MegaPack. The reason for this is to prevent us from getting mixed up with old media and to make it easier to tell what we have and have not yet done.
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Re: Generic MG Refit Discussion (renamed)
« Reply #123 on: 24 December 2012, 06:06:04 »
So, I finally got synced up with the dropbox folder and took a look at it. I'd like to propose we delete all the existing MegaPack stuff and start from scratch rather than editing it into the MegaPack. The reason for this is to prevent us from getting mixed up with old media and to make it easier to tell what we have and have not yet done.

The whole point is we need placeholders. Building from scratch will take FAR longer as we already have unit xmls and art setup that simply need to be tweaked together and have the media switched out. Trust me it's MUCH faster to build a faction out of an existing one. But if the Desert Team decides to build it that way go ahead but don't delete anything outside of your faction and your work.
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Re: Generic MG Refit Discussion (renamed)
« Reply #124 on: 24 December 2012, 06:55:16 »
I agree arch, plus it lets us prototype gameplay and such. Starting with the Megapack is great.

 

anything