Galactic Empires (Wesnoth in Space)
Moderator: Forum Moderators
Re: Galactic Empires (MP Sci-fi Scenario)
You can't find your copy of 1.4 anymore or you cannot find it on 1.4? It's most definitely there if the latter is the case. If it's the former, well, there is always this.Flameslash wrote:But i cant find 1.4 anymore
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
Re: Galactic Empires - Art Thread
Why don't you upload GE on 1.5.10?
It's a very fun era.
It's a very fun era.
Formerly known as the creator of Era of Chaos and maintainer of The Aragwaithi and the Era of Myths.
Re: Galactic Empires (MP Sci-fi Scenario)
Don't post the above in an art thread, I moved it here. Questions or comments about the add-on itself belong in the actual thread for the add-on, not in any thread related to it.
Mainline Maintainer: AOI, DM, NR, TB and THoT.
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
UMC Maintainer: Forward They Cried, A Few Logs, A Few More Logs, Start of the War, and Battle Against Time
- Dragonchampion
- Posts: 758
- Joined: November 6th, 2007, 7:46 pm
- Location: North Carolina
Re: Galactic Empires (MP Sci-fi Scenario)
Ooops! I didn't know there was another Space Era! Would you be interested in working together? For anyone that is interested, mine and Flameslash's era is on the addon server of 1.6.
Ehhhh... don't mind me, I'm just the annoying little modder who gets on peoples nerves. I'll just lurk till Someone says my name. :P
Oh, and also Creator of The War Of Terrador
Oh, and also Creator of The War Of Terrador
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: Galactic Empires (MP Sci-fi Scenario)
I have spent a lot of time overhauling Galactic Empires. Here are the main changes...
- Updated for Wesnoth 1.6
- There are now 3 factions (Terran, Vendeeni, Iildari).
- I streamlined a lot of the code. It is not nearly so sluggish anymore.
- The add-on now includes a 1p Tutorial map (to be played in multiplayer mode).
- Added sounds, projectiles and attack icons.
- Made a few basic unit animations (Iildari shields are the best).
- Added new space terrain including novas, nebulas and wormholes.
- All the terrains now appear in the map editor. Feel free to make a map!
- Added moons, sun and black-hole (these are immobile units, like planets).
- Planets can now launch 5 types of 'missile'. These move and attack like ships, but are one-shot only.
Please let me know about any bugs you find. Balancing these factions is going to be tricky too.
- Updated for Wesnoth 1.6
- There are now 3 factions (Terran, Vendeeni, Iildari).
- I streamlined a lot of the code. It is not nearly so sluggish anymore.
- The add-on now includes a 1p Tutorial map (to be played in multiplayer mode).
- Added sounds, projectiles and attack icons.
- Made a few basic unit animations (Iildari shields are the best).
- Added new space terrain including novas, nebulas and wormholes.
- All the terrains now appear in the map editor. Feel free to make a map!
- Added moons, sun and black-hole (these are immobile units, like planets).
- Planets can now launch 5 types of 'missile'. These move and attack like ships, but are one-shot only.
Please let me know about any bugs you find. Balancing these factions is going to be tricky too.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
- TheChosenOne
- Posts: 247
- Joined: April 7th, 2006, 8:26 am
- Location: Royal Palace, Weldyn St. 01, Wesnoth 123 456
Re: Galactic Empires (MP Sci-fi Scenario)
The tutorial works just fine, but when I attempted to open a multiplayer game with all three factions, it gives me this error:
The game could not be loaded: load_game_failed: Attempt to de-serialize a unit with no 'type' field (probably empty)
Numbers do not win a battle
---Konrad III
(A loyal member of the pro-loyalists)
Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation
---Konrad III
(A loyal member of the pro-loyalists)
Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation
- krotop
- 2009 Map Contest Winner
- Posts: 433
- Joined: June 8th, 2006, 3:05 pm
- Location: Bordeaux, France
Re: Galactic Empires (MP Sci-fi Scenario)
Cheers on that project, there are a ton of cool things in that mod, but to mention only one I appreciated in particular the nicely done tutorial.
For the bug report: the game crashes when soldiers, workers, or scientists are beamep up after having spent movement points (it works fine when they are at max mp). The bug is reproductible on both tutorial and 2p map, I haven't tried on other maps. And it is also reproductible with both Terran and Vendeeni, I haven't tried with Iiladari.
If that matters I'm using 1.6.0 on MS Vista.
For the bug report: the game crashes when soldiers, workers, or scientists are beamep up after having spent movement points (it works fine when they are at max mp). The bug is reproductible on both tutorial and 2p map, I haven't tried on other maps. And it is also reproductible with both Terran and Vendeeni, I haven't tried with Iiladari.
If that matters I'm using 1.6.0 on MS Vista.
Don't trust me, I'm just average player.
***
Game feedback for the Nightmares of Meloen
Art feedback by mystic x the unknown
***
Game feedback for the Nightmares of Meloen
Art feedback by mystic x the unknown
-
- Posts: 3
- Joined: April 27th, 2009, 3:20 pm
Re: Galactic Empires (MP Sci-fi Scenario)
I started it, tried to play it. I've encountered a problem isolated with only this era. It pauses the game, waits 4 seconds and then says "Cannot auto-save the game, please save manually." It only happens with this era, any ideas on how to fix this?
Re: Galactic Empires (MP Sci-fi Scenario)
Great Mod...
Bug:
Can't get very far into it ... it crashes when beaming, if i remember correctly...
...can copy down the exact error code if you want me to...
this was in 2-player.. basic settings... wesnoth 1.6
Bug:
Can't get very far into it ... it crashes when beaming, if i remember correctly...
...can copy down the exact error code if you want me to...
this was in 2-player.. basic settings... wesnoth 1.6
- TheChosenOne
- Posts: 247
- Joined: April 7th, 2006, 8:26 am
- Location: Royal Palace, Weldyn St. 01, Wesnoth 123 456
Re: Galactic Empires (MP Sci-fi Scenario)
My friend suggested that there must be an open tag in one of the parser lines for the "Beam up" right-click option. He doesn't want to upload the fixed version onto the add-on server though, for fear of angering Bob.JezterMan wrote:Great Mod...
Bug:
Can't get very far into it ... it crashes when beaming, if i remember correctly...
...can copy down the exact error code if you want me to...
this was in 2-player.. basic settings... wesnoth 1.6
Numbers do not win a battle
---Konrad III
(A loyal member of the pro-loyalists)
Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation
---Konrad III
(A loyal member of the pro-loyalists)
Would you like to translate the Battle of Wesnoth into Indonesian? Then come and join us at http://www.wesnoth.org/wiki/IndonesianTranslation
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: Galactic Empires (MP Sci-fi Scenario)
The beaming bug seems to be a problem with Wesnoth itself, but it is particularly nasty on GE since the gameplay often requires 'killing' units in fog. However, for the meantime, I believe it can be played without crashes if you remember never to beam up a unit that has already moved.
As for this problem.. has anyone else had this happen? darkscholar - did it crash, or was it just unable to load the scenario? Does it work if you disable autosaves?darkscholar wrote:I started it, tried to play it. I've encountered a problem isolated with only this era. It pauses the game, waits 4 seconds and then says "Cannot auto-save the game, please save manually." It only happens with this era, any ideas on how to fix this?
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
-
- Posts: 3
- Joined: April 27th, 2009, 3:20 pm
Re: Galactic Empires (MP Sci-fi Scenario)
Disabled them, enabled them. It just pauses the game (a major thorn in my side) waits, and displays the message. I've tested and it is only on this single era, when it hits my turn (or anyones) it does it. Just freezes....... always O.o *insanity activated*
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: Galactic Empires (MP Sci-fi Scenario)
Update! Update!
The main changes were to the science system, but I gave the whole thing a nice new facelift. Check it out.
The changes in GE 1.2 are as follows...
- Fixed the 'cannot unstore' bug that I believe was causing OOS.
- Added fancy icons all over the place.
- Added a neat new beaming animation.
- The defence lasers on probes and planets are now defend only.
- Added shield animations to the larger Iildari ships (let me know if it looks okay, because some of the ships are actually bigger than the halo).
- Changed short-ranged to short, and long-ranged to long - because it was pushing the damage-types of the side of the screen.
- Planets now give income and offset upkeep, in the same way as villages normally do.
- Created a sci-fi theme.
- Tweaked a few upgrade prices.
- Fixed the teleporter bug. Now you can only teleport 1 unit from a HQ each turn.
- It is now possible to view a detailed overview of your faction's entire tech-tree, by right-clicking on a science unit.
- Each level of science gets progressiely harder to research. Instead of 10 research points per level, it is now 7/8/10/13/17.
- Player's now get a message telling them when they have researched a science level.
- When a player has maxed-out all research options, research points are converted directly into gold.
The main changes were to the science system, but I gave the whole thing a nice new facelift. Check it out.
The changes in GE 1.2 are as follows...
- Fixed the 'cannot unstore' bug that I believe was causing OOS.
- Added fancy icons all over the place.
- Added a neat new beaming animation.
- The defence lasers on probes and planets are now defend only.
- Added shield animations to the larger Iildari ships (let me know if it looks okay, because some of the ships are actually bigger than the halo).
- Changed short-ranged to short, and long-ranged to long - because it was pushing the damage-types of the side of the screen.
- Planets now give income and offset upkeep, in the same way as villages normally do.
- Created a sci-fi theme.
- Tweaked a few upgrade prices.
- Fixed the teleporter bug. Now you can only teleport 1 unit from a HQ each turn.
- It is now possible to view a detailed overview of your faction's entire tech-tree, by right-clicking on a science unit.
- Each level of science gets progressiely harder to research. Instead of 10 research points per level, it is now 7/8/10/13/17.
- Player's now get a message telling them when they have researched a science level.
- When a player has maxed-out all research options, research points are converted directly into gold.
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
- Bob_The_Mighty
- Posts: 870
- Joined: July 13th, 2006, 1:15 pm
Re: Galactic Empires (MP Sci-fi Scenario)
Now that I've done all the groundwork on this mod, I can move onto the fun stuff - like new maps and scenarios, more upgrades and new units. I want your ideas!
I also have a few questions....
1. Is there a need for ground vehicles like tanks, etc? Should it be...
a) Just troops.
b) Troops and ground vehicles.
c) Troops, vehicles and 'aircraft'. I think I would rather use any available ship sprites for more varied space ships.
2. Should there be a way to get higher-level ground units? If so, which of these sounds best...
a) Certain research adds level 1 ground units to the 'population control' menu.
b) A barracks/cloner HQ upgrade allows you to simply buy level 1 ground-troops?
c) A training-camp HQ upgrade adds xp to all adjacent units each turn?
3. I am thinking about adding some faction-specific technology. These will be advances that are not bought like upgrades, nor launched like ships. They will come into play as soon as the relevant level of research is attained.
- Vendeeni (High-Level) : When ships are launched they can move/fight in the same turn.
- Terran (Low-Level) : Onboard labs allow scientists/specialists to research whilst in transporters.
- Iildari (Low-Level) : Their HQs all produce 1 research point a turn, like the old labs used to do.
Any ideas?
I also have a few questions....
1. Is there a need for ground vehicles like tanks, etc? Should it be...
a) Just troops.
b) Troops and ground vehicles.
c) Troops, vehicles and 'aircraft'. I think I would rather use any available ship sprites for more varied space ships.
2. Should there be a way to get higher-level ground units? If so, which of these sounds best...
a) Certain research adds level 1 ground units to the 'population control' menu.
b) A barracks/cloner HQ upgrade allows you to simply buy level 1 ground-troops?
c) A training-camp HQ upgrade adds xp to all adjacent units each turn?
3. I am thinking about adding some faction-specific technology. These will be advances that are not bought like upgrades, nor launched like ships. They will come into play as soon as the relevant level of research is attained.
- Vendeeni (High-Level) : When ships are launched they can move/fight in the same turn.
- Terran (Low-Level) : Onboard labs allow scientists/specialists to research whilst in transporters.
- Iildari (Low-Level) : Their HQs all produce 1 research point a turn, like the old labs used to do.
Any ideas?
My current projects:
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
MP pirate campaign: The Altaz Mariners
RPG sequel: Return to Trent
MP stealth campaign: Den of Thieves
Re: Galactic Empires (MP Sci-fi Scenario)
1. Is there a need for ground vehicles like tanks, etc? Should it be...
a) Just troops.
b) Troops and ground vehicles.
c) Troops, vehicles and 'aircraft'. I think I would rather use any available ship sprites for more varied space ships.
Any new ground units will need a way to transport to a hostile planet,or takeing planets becomes impossible.But I like the game as is.
2. Should there be a way to get higher-level ground units? If so, which of these sounds best...
a) Certain research adds level 1 ground units to the 'population control' menu.
b) A barracks/cloner HQ upgrade allows you to simply buy level 1 ground-troops?
c) A training-camp HQ upgrade adds xp to all adjacent units each turn?
a.not through regular means,maybe by barracks
b.not a bad idea but units should have a high value ... 25 gold 0 level , 40 gold level 1 maybe?
c.dont like the idea
I`m definatly for a barracks cloner option.
3. I am thinking about adding some faction-specific technology. These will be advances that are not bought like upgrades, nor launched like ships. They will come into play as soon as the relevant level of research is attained.
- Vendeeni (High-Level) : When ships are launched they can move/fight in the same turn.
- Terran (Low-Level) : Onboard labs allow scientists/specialists to research whilst in transporters.
- Iildari (Low-Level) : Their HQs all produce 1 research point a turn, like the old labs used to do.
Think the Iildari idea should be mid-level, other wise fine.Or maybe vary the tech tree like Iildari learn nano faster , Vendeeni learn Balistics faster , Terran learn genetics faster?
a) Just troops.
b) Troops and ground vehicles.
c) Troops, vehicles and 'aircraft'. I think I would rather use any available ship sprites for more varied space ships.
Any new ground units will need a way to transport to a hostile planet,or takeing planets becomes impossible.But I like the game as is.
2. Should there be a way to get higher-level ground units? If so, which of these sounds best...
a) Certain research adds level 1 ground units to the 'population control' menu.
b) A barracks/cloner HQ upgrade allows you to simply buy level 1 ground-troops?
c) A training-camp HQ upgrade adds xp to all adjacent units each turn?
a.not through regular means,maybe by barracks
b.not a bad idea but units should have a high value ... 25 gold 0 level , 40 gold level 1 maybe?
c.dont like the idea
I`m definatly for a barracks cloner option.
3. I am thinking about adding some faction-specific technology. These will be advances that are not bought like upgrades, nor launched like ships. They will come into play as soon as the relevant level of research is attained.
- Vendeeni (High-Level) : When ships are launched they can move/fight in the same turn.
- Terran (Low-Level) : Onboard labs allow scientists/specialists to research whilst in transporters.
- Iildari (Low-Level) : Their HQs all produce 1 research point a turn, like the old labs used to do.
Think the Iildari idea should be mid-level, other wise fine.Or maybe vary the tech tree like Iildari learn nano faster , Vendeeni learn Balistics faster , Terran learn genetics faster?