Author Topic: Assault Command MOD v3  (Read 26374 times)

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: Assault Command MOD NEW FACTION!
« Reply #25 on: 14 October 2016, 15:36:55 »
NEW FACTION Defense (WIP)!



-----------------
Version 2.1
-----------------
Whats Added:
New Faction Defense (Name WIP)
While much less tactical choices, this faction has some of the most powerful units in Command Assault. Its main weakness is the extreme cost of its units, and lack of long range support units. Its economy is really slow to start, but can really pick up steam over time.

New Units:
* Command HQ
* Battle Lab
* Flame Turret
* SAM
* Grunt
* Flame Grunt
* Rocket Grunt
* Guard
* Motor Cycle
* Officer
* Recon
* Panther Tank
* Dragon Tank
* Goliath Tank
* Viper Gunship
* Titan Rocket
* Destroyer
* Gatherer
* Bunker Crusher
* Commando

New Upgrades:
* Incendiary Grenades
* Magnetic Armor
* High Explosive Shells
* Blast Armor
* Inferno

Balance Changes:
Motorcycle removed from Assault Faction
Rocket Grunt removed from Assault Faction
Incendiary Grenades removed from Assault Faction
Magnetic Armor removed from Assault Faction
High Explosive Shells removed from Assault Faction
New Weapon Type: Flame - Good DPS vs infantry and buildings. Bonus splash damage.
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

filux

  • MegaGlest Team
  • Draco Rider
  • ********
  • Posts: 310
  • was OpenSuse x64, is Debian testing x64
    • View Profile
Re: Assault Command MOD v2.1
« Reply #26 on: 15 October 2016, 19:38:58 »
On linux there is classic problem. With local fix git is showing:
Quote
$git status
On branch master
Your branch is up-to-date with 'origin/master'.
...
   renamed:    assault_command/factions/defense/units/panther_tank/tank/tankdie2.G3D -> assault_command/factions/defense/units/panther_tank/tank/tankdie2.g3d
   renamed:    assault_command/factions/defense/units/panther_tank/tank/tankrun.G3D -> assault_command/factions/defense/units/panther_tank/tank/tankrun.g3d
   renamed:    assault_command/factions/defense/units/panther_tank/tank/tankshoot.G3D -> assault_command/factions/defense/units/panther_tank/tank/tankshoot.g3d
   renamed:    assault_command/factions/defense/units/panther_tank/tank/tankstand.G3D -> assault_command/factions/defense/units/panther_tank/tank/tankstand.g3d

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: Assault Command MOD v2.1
« Reply #27 on: 16 October 2016, 02:38:23 »
HA HA Classic Windows => Linux porting issues.

Should now be fixed on master branch. Thanks Filux!
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #28 on: 1 February 2017, 00:02:06 »
I got loading errors when starting a game with the defense faction. Worked fine when only assault was used. (2.1)

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: Assault Command MOD v2.1
« Reply #29 on: 1 February 2017, 02:05:03 »
What kind of errors?
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #30 on: 1 February 2017, 03:08:35 »
It appears to be an issue with case sensitivity (I use Linux). I see tankstand.G3D in the directory.

Quote
*ERROR* [2017-01-31 21:05:05] In [/home/jenkins/build/workspace/megaglest-source_l64/source/glest_game/types/skill_type.cpp::load Line 485] WARNING CANNOT LOAD MODEL [/home/andy/.megaglest/techs/assault_command_2.1/factions/defense/units/panther_tank/tank/tankstand.g3d] for parentLoader [/home/andy/.megaglest/techs/assault_command_2.1/factions/defense/units/panther_tank/panther_tank.xml]
*ERROR* [2017-01-31 21:05:07] In [unit_type.cpp::loaddd Line: 886] Error [Error no animations found for skill [stop_skill] for parentLoader [/home/andy/.megaglest/techs/assault_command_2.1/factions/defense/units/panther_tank/panther_tank.xml]

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: Assault Command MOD v2.1
« Reply #31 on: 1 February 2017, 16:40:25 »
Should have already been fixed long ago, Did you recently pull from Master Branch?

https://github.com/Ishmaru/Assault-Command-Mod-for-MG/tree/master/assault_command/factions/defense/units/panther_tank/tank
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #32 on: 1 February 2017, 23:00:28 »
I was using the 2.1 tarball.

I cloned the git repo and, yeah, the error goes away. I'll try to get some testing in with some other players.

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #33 on: 2 February 2017, 08:05:51 »
EDIT:

I now think offering this zip file is going to just make things confusing. But I'll leave the post as is. Probably better to use git as detailed above, until it's in the mod center. Any user who has questions, please ask.

-----

I've created a zip file of the current git snapshot. The top level directory is "assault_command_20170201" so this should be extracted directly into your techs folder.

assault_command_20170201.zip

I've renamed the .xml file appropriately so the mod will run. :)

I'm not really sure if this will make it easier for people to download and try AC, but wanted to offer it as an alternative. The 7z can be downloaded and installed from my server, but my upload speed is not very high, so to be required to wait for the transfer before a game is not very practical, imo.
« Last Edit: 2 February 2017, 19:57:13 by andy_5995 »

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: Assault Command MOD v2.1
« Reply #34 on: 2 February 2017, 18:27:26 »
Thanks Andy_5995, actually I'm surprised that AC isn't in the mod center. That would be the best place for it.  ;)

I still need better names for the factions. Assault and Defense are boring names, and they don't really match up with their play styles.
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #35 on: 2 February 2017, 19:19:24 »
Thanks Andy_5995, actually I'm surprised that AC isn't in the mod center. That would be the best place for it.  ;)

Agreed :)

I'll ask titi about it soon. What may expedite the process is if you could join us on IRC sometime, and get in a game with me and titi, so there could be a little real-time discussion about it and some feedback.

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #36 on: 2 February 2017, 19:59:51 »
filux added AC to the headless dev server today.

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #37 on: 2 February 2017, 23:44:47 »
Here are some numbers from a game we played today


titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Assault Command MOD v2.1
« Reply #38 on: 6 February 2017, 23:52:20 »
I found some some case trouble with defense/units/panther_tank/tank/*.G3D
I'll fix it for mod center.
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: Assault Command MOD v2.1
« Reply #39 on: 7 February 2017, 00:07:59 »
I don't know why people are having the case issues with the mod. They are supposed to be fixed in the master branch.
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #40 on: 7 February 2017, 00:12:01 »
Ishmaru, I think some people are trying the latest "advertised/released version" of 2.1, rather than the master branch. It may not be clear the the recommended version to try is git-current.

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Assault Command MOD v2.1
« Reply #41 on: 7 February 2017, 00:35:08 »
uhm thats it. Well I uploaded a bit modified 2.1 now.
( !! The mod center version is not compatible with the latest GIT version !! )

Modified was:
1. fixed case problems
2. removed all unneeded files using ( ./megaglest  --validate-techtrees=assault_command=purgeunused )

This is the version up in the modcenter now, please test and tell me which text I should show in the modcenter.

Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: Assault Command MOD v2.1
« Reply #42 on: 11 February 2017, 00:44:45 »
Tried this out today. Its a really good mod  :thumbup:

The artwork, especially the animations and particle effects are fantastic. The whole thing feels like a finished and polished product. As a modmaker myself I can appreciate the hours of work that have gone into making this mod.
It certainly plays very different to Megaglest, almost like a different game! This is largely due to the way that damage and armor calculations are done. The action is fast and frantic with only minimal micromanagement for harvesting and no base building at all. The emphasis is on combat and tactics with each unit functioning in a rock/scissors/paper way.

My only complaint so far is that the AI is dumb as a rock and doesn't provide any challenge. This obviously isn't the devs fault and the MG AI would have to be heavily reprogrammed to understand the way the units balance each other. The game really needs to be played against other humans so I will be looking for a game online in the next few days and report here.

I can't recommend this mod highly enough! Thank you for making something different and exciting Ishmaru  :D
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

softcoder

  • MegaGlest Team
  • Battle Machine
  • ********
  • Posts: 2,239
    • View Profile
Re: Assault Command MOD v2.1
« Reply #43 on: 11 February 2017, 01:30:38 »
The AI by default is designed to work well with megapack. Outside of that Megaglest allows you to 'coach' the AI engine differently for your factions:

see for more details:
https://docs.megaglest.org/MG/AI_control

and

https://forum.megaglest.org/index.php?topic=8202.msg81414#msg81414

Good Work Ishmaru!

Ishmaru

  • Behemoth
  • *******
  • Posts: 1,071
  • um wat??
    • View Profile
    • DelphaDesign
Re: Assault Command MOD v2.1
« Reply #44 on: 11 February 2017, 06:21:30 »
Thanks for the upload titi, Ill send you a thumbnail image and better description soon.

Tried this out today. Its a really good mod  :thumbup:

The artwork, especially the animations and particle effects are fantastic. The whole thing feels like a finished and polished product. As a modmaker myself I can appreciate the hours of work that have gone into making this mod.
It certainly plays very different to Megaglest, almost like a different game! This is largely due to the way that damage and armor calculations are done. The action is fast and frantic with only minimal micromanagement for harvesting and no base building at all. The emphasis is on combat and tactics with each unit functioning in a rock/scissors/paper way.

My only complaint so far is that the AI is dumb as a rock and doesn't provide any challenge. This obviously isn't the devs fault and the MG AI would have to be heavily reprogrammed to understand the way the units balance each other. The game really needs to be played against other humans so I will be looking for a game online in the next few days and report here.

I can't recommend this mod highly enough! Thank you for making something different and exciting Ishmaru  :D
Thank You for the compliments! Glad everyone is enjoying it!

As for the Ai, I know the major issues are caused by a few things:
1 Nearly all infantry can perform worker/soldier actions. For some reason this really skews their production to vehicles for offense which are way more expensive.
2 Infantry are all morphs off of one single infantry type. Since the focus of most infantry is harvesting, the Ai rarely upgrades, and when they do they continue to work harvesting.
3 The Ai has no Idea how/when to use special abilities such as the Airstrike, Airlift, Orbital Strike, and SmokeScreen. Instead they end up never utilizing the abilities or calling them at inappropriate times, wasting their resources(And some cost quite a bit).
4 The rock paper scissors effect is FAR more dramatic here than in MG. A squad, even a big squad, of rifle grunts will only scratch the paint off a tank, meanwhile Those Helicopters are busy fighting and failing at taking out AA defenses. The Ai have no idea how to command its army, other than yelling GO! :D In Mg its more equalized while here its pretty much a win/loose situation.

I could change this, but that will mean giving up the mods uniqueness.

The AI by default is designed to work well with megapack. Outside of that Megaglest allows you to 'coach' the AI engine differently for your factions:

see for more details:
https://docs.megaglest.org/MG/AI_control

and

https://forum.megaglest.org/index.php?topic=8202.msg81414#msg81414

Good Work Ishmaru!

Thank you, I have incorporated a few of these but haven't tried them all yet.
Annex: Conquer the World Release 4 For Pc Mac + Linux
https://forum.megaglest.org/index.php?topic=9570.0
Annex is now on Facebook!
https://www.facebook.com/AnnexConquer

softcoder

  • MegaGlest Team
  • Battle Machine
  • ********
  • Posts: 2,239
    • View Profile
Re: Assault Command MOD v2.1
« Reply #45 on: 13 February 2017, 00:27:50 »
Please let us know what kinds of additional direction to build into the AI tag controls so we can help make the AI play better for this mod.

Maybe it wont be too hard to actually do what is needed?

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #46 on: 18 February 2017, 01:29:12 »
Someone should add Assault Command to the wiki @ https://docs.megaglest.org/Mods/List

titi

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 4,240
    • View Profile
    • http://www.titusgames.de
Re: Assault Command MOD v2.1
« Reply #47 on: 20 February 2017, 10:08:49 »
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #48 on: 20 February 2017, 19:21:53 »
Added. But needs to be reviewed; I wasn't sure about 2 or 3 of the fields.

Compatibility?

Download?
I entered the text 'Mod Center' since titi used a slightly modified version of 2.1, and therefore a different download archive shouldn't be used (to avoid data errors).

andy_5995

  • Moderator
  • Ornithopter
  • ********
  • Posts: 487
  • Debian Linux user
    • View Profile
    • Andy Alt's home page
Re: Assault Command MOD v2.1
« Reply #49 on: 13 March 2017, 18:48:42 »
@ishmaru and softcoder

I split the post about adding AI tag controls, but I screwed up and didn't leave a "redirection" post.

It's been moved to the Feature requests forum:
additions to AI tag controls

 

anything