Author Topic: Tech High Quality  (Read 5099 times)

Omega

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Re: Tech High Quality
« Reply #25 on: 31 August 2013, 19:08:06 »
Possibly also looking at making a trebuchet (stationary object).
Why stationary? Real life trebuchets had to be transported long distances, but then setup to be fired. The civilization series makes that work by requiring the trebuchet to be set into stationary "firing mode", which uses a movement point. However, this wouldn't work so well in MegaGlest because we lack the means to tell the AI how to use it. In the future, if, say, Lua AI is implemented, it may be possible to implement a reasonable trebuchet, but at the time being, it doesn't seem very feasible (the trebuchet isn't really a defensive unit).

the worker is going to have a promote to technician option rather than having a produce technician option (the technicican will be used for researching and building the steam workshop and the aerodrome). I want the archers to have a promote to crossbowmen option (only handheld crossbows so not quite like with norse) and a promote to anti-air ballista (stationary object) option.
The problem I see with these upgrades is that the AI doesn't really understand where to stop upgrading. You definitely wouldn't want to upgrade all workers, since the technicians lose part of their harvesting and building skills. The crossbowmen is great, but anti-air ballista are defensive units that are only needed in limited numbers (and aren't needed at all early game).
« Last Edit: 31 August 2013, 19:36:27 by Omega »
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Re: Tech High Quality
« Reply #26 on: 31 August 2013, 19:45:04 »
Jammy, we may want to collaborate, I've already added a spearman, palace guard, resource store and expanded on the defense towers(all new or modified models with original animations). I have a knight WIP, and a longbowman planned. I'm also looking at adding new steampunk units and stuff. And... I have plans and some progress on a Magic Refit as well.
I feel we would have different visions for these things, but I think we should consider collaboration. :)
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jammyjamjamman

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Re: Tech High Quality
« Reply #27 on: 2 September 2013, 00:36:16 »
Quote
Why stationary? Real life trebuchets had to be transported long distances, but then setup to be fired. The civilization series makes that work by requiring the trebuchet to be set into stationary "firing mode", which uses a movement point. However, this wouldn't work so well in MegaGlest because we lack the means to tell the AI how to use it. In the future, if, say, Lua AI is implemented, it may be possible to implement a reasonable trebuchet, but at the time being, it doesn't seem very feasible (the trebuchet isn't really a defensive unit).

The maps in megaglest are so small that I think making a transportable trebuchet would have little benefit. Also trebuchets are big and megaglest is buggy when it comes to big moving objects. It could be done by upgrading and degrading the trebuchet. They are also just a stationary object in other strategies (eg. the settlers 6). Since it is a long range attack unit, it will be an offensive unit, not defensive.

Quote
The problem I see with these upgrades is that the AI doesn't really understand where to stop upgrading. You definitely wouldn't want to upgrade all workers, since the technicians lose part of their harvesting and building skills. The crossbowmen is great, but anti-air ballista are defensive units that are only needed in limited numbers (and aren't needed at all early game).

I would probably limit the number of technicians allowed, so only around 4 or 5 can be made. Lots of my plans involve not sending technicians to war, as I find this unlikely to actually happen. This means archers are in charge of ballistas, soldiers are in charge of catapults etc. The technicians will have to do some research before the archers can upgrade to an air ballista unit.

Quote
Jammy, we may want to collaborate, I've already added a spearman, palace guard, resource store and expanded on the defense towers(all new or modified models with original animations). I have a knight WIP, and a longbowman planned. I'm also looking at adding new steampunk units and stuff. And... I have plans and some progress on a Magic Refit as well.
I feel we would have different visions for these things, but I think we should consider collaboration.

I would be very interested in doing so Archmage :) .
"All right, I've been thinking. When life gives you lemons? Don't make lemonade. Make life take the lemons back! Get mad! 'I don't want your damn lemons! What am I supposed to do with these?'" ~Cave Johnson, Portal 2

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Re: Tech High Quality
« Reply #28 on: 2 September 2013, 00:50:59 »
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I would be very interested in doing so Archmage :) .

Ok, I'll upload my magitech-refit shortly. :)
The gameplay in my mod is very different from most Glest mods, it's designed for long epic games with much larger assaults required to topple players. I'm sure you're not changing the fundamental gameplay at all, just the techtree and graphics, which I believe is where we can share.
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Re: Tech High Quality
« Reply #29 on: 2 September 2013, 02:35:13 »
Here it is: Magitech - Refit

You can take any of the art and modify or use it however you wish, I left all the blender files in there, I did everything except the store model which was made by Atze I believe. (he gave it to the glest community in the free assets pool) I also left an experimental godtech faction in there. ;) Some of the art is very old(the walls), I started doing this a couple years ago and have just picked it up again a few months ago.
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jammyjamjamman

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Re: Tech High Quality
« Reply #30 on: 2 September 2013, 14:05:42 »
Quote
The gameplay in my mod is very different from most Glest mods, it's designed for long epic games with much larger assaults required to topple players. I'm sure you're not changing the fundamental gameplay at all, just the techtree and graphics, which I believe is where we can share.

I find shorter games are useful for online gameplay because it means more people have time to play online. Another difficulty with games with larger assaults is that this causes problems for people with slow computers which cannot handle large numbers of units. But, I also think that long epic games with larger assults are far more fun. This leaves me very torn over whether the gameplay should be changed or not.

Thanks for the artwork also. I'll try and upload what I have when I have it all gathered. :)
"All right, I've been thinking. When life gives you lemons? Don't make lemonade. Make life take the lemons back! Get mad! 'I don't want your damn lemons! What am I supposed to do with these?'" ~Cave Johnson, Portal 2

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Re: Tech High Quality
« Reply #31 on: 3 September 2013, 02:46:57 »
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I find shorter games are useful for online gameplay because it means more people have time to play online. Another difficulty with games with larger assaults is that this causes problems for people with slow computers which cannot handle large numbers of units. But, I also think that long epic games with larger assults are far more fun. This leaves me very torn over whether the gameplay should be changed or not.

We have the Megapack and original Magitech(redundant of Megapack now..) for short games, if we're going to refit magitech we should bring something new and epic. People with slow computers can either wait for the game to be optimized or turn down the graphics a bit, or simply get a better computer. Next-gen is almost upon us it's kinda ridiculous that people are still sporting really weak computers when a pretty hefty computer can be had for like 400 dollars. I think I've got the large epic gameplay almost right in my mod, we just need bigger maps and more unit types and balance.

If we can align our visions of this we should start working together on it.
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