MegaGlest Game - A Real-Time Strategy Game in a fantasy world, mixing elements of re-imagined past civilizations
An entertaining free and open source cross-platform 3D real-time strategy (RTS) game, where you control the armies of one of seven different factions: Tech, Magic, Egypt, Indians, Norsemen, Persian or Romans.
Category: software, open source, free, games
Stable Version: MegaGlest Game 3.13.0
Release Date: 2017-03-09
Runs on: windows, mac, linux, openbsd, netbsd, freebsd
MegaGlest Game/ Install Binaries: Links on the Official Website
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Get the Source Code of
MegaGlest Game/ Software Source Code Download
- Project Developer:
MegaGlest Game Team
- License: GNU General Public License (GPL) v3
- OpenSource, Free: Yes
- Written in:
Building from Source: dependencies
- MegaGlest Game (Game) Data
- wxWidgets, GLib2, Help2Man, FontConfig, FreeType2, FriBidi
- SDL2, OpenAL, Vorbis, VLC, Glew, FTGL, Jpeg, Png
- LibCrypto, CURL, NgHttp2, LibIrcClient, MiniUpnPc
- CMake, Lua
- LLVM or GCC compiler
0 5 4.2
MegaGlest Game is a very fun game to play - an excellent challenge on strategy.
This game takes place on a map of varying size, such as large plains and fields, with terrain features like rivers, mountains, seas, or cliffs. Players must establish settlements to gain resources, defend against other players, and train units to explore the map and attack enemies.
Different resources have to be gathered by every faction. This can be energy, food, gold, housing, stone and wood. Choose a faction and create its different units and buildings while developing its unique abilities over the course of the game. But beware: micro management and strategy matter, so chose wisely when deciding which units to use when and where if you want a chance to beat the enemy.
Each faction come with their own set of units, buildings and upgrades, advantages and disadvantages, which allows for variation in strategy while keeping a balanced gameplay. For example, the Tech faction uses traditional human warriors and hasmedieval mechanical devices in its arsenal, and are strong in melee combat while the Magic faction is designed for more advanced players with most of their units morphed from or summoned by others. Magic lacks the hand-to-hand combat strength of the Tech faction but features more versatile units.
Because of the moddability of the engine, it can play games from a variety of player-created mods and total conversions, spanning very different themes.
To get started with this game play the tutorials. First play basic, then advanced tutorial. And if you are completly new to RTS gaming try the very basic tutorial. After the tutorials you should really play the three prepared beginner scenarios called Beginner 1 - Beginner 3. You will see they are hard enough to win.
Ready to Fight: You can either play other scenarios or you can setup your own game. But be careful, the MegaGlest Game AI is really tough so CPU-easy opponents are really enough in the beginning !
Multi-Player: If you can beat a normal CPU you are ready for multi-player ! Don’t be shy, the community mainly plays coop games vs. CPUs. So it doesn’t matter if you are not so good. Multi-player is very good for beginners because they can learn a lot from other players.
- The game comes with 84 different maps, available in different tile sets: Birch Forest, Dark Forest, Desert 2, Desert 4, Evergreen, Fernland, Forest, Hell, Jungle, Karningul, Meadow, Mediterran, Pine Peat, Pine Rock, Scrub Land, Spring, Winter, Winter Forest, Autumn.
- it has a wide variety of mods. If you join a network game, it also lets you download all needed maps/tilesets/techtrees automatically.
- Scenarios can use scripts (Lua) to allow them to do things not otherwise possible, such as campaigns. For example, you can use
createUnit('unit_name', 0, startLocation(0))to create a unit named "unit name" for player 0 at the start location of player 0.
- Maps have control over the placement or attributes of: Land height, Water, Objects (such as trees or rocks), Resources (such as gold or stone), Surface type (such as grass or road), Player starting locations, Cliff level, Camera height level.
- The MegaGlest Game maps editor expands on the regular editor, adding image based toolbars, the ability to create gradients for height modifications, mirroring, an undo and redo system, support for up to 8 players, hotkeys, and an expanded menu system. This makes it the editor of choice when making maps, as it is far more powerful than the original map editor.
- Particles (a technique used to create fuzzy phenomena, which are otherwise very difficult to create with standard modelling) are used to create flames, magic attacks, smoke, explosions, water, dust, trails, in this game mostly used for attacks, splashes, and unit emitting.
- The tech tree is quite large, there are many upgrades available which may differ upon the chosen game faction.
- The control and settings for the AI can be done in some degree but sometimes is not enough.
- The game is no more in active development.
The MegaGlest Game game is heavily based on the widely known Glest game, which it forked from in early 2010. In early 2012, it has started replacing Glest in major Linux distributions and thereafter on other platforms. Like its predecessor, it is available under liberal licensing terms and can be downloaded and played free of charge.
- The game is developed in the top of the
MegaGlest Game Game Engine, a powerful 3D game engine.
- it is fully moddable (with game elements defined by editable XML files), meaning you can expand and modify the game to make it feel like an entirely different game.
- The AI (computer Artificial Intelligence) have many different game strategies and is quite unpredictable playing as an interesting opponent.
- Scoring: the battle end score is calculated using the formula
int score = (enemykills * 100) + (unitsProduced * 50) + (resourcesHarvested / 10). It is possible to win the battle but not have the highest score. This case is more likely with less aggressive players.
- The games does not support cheats but you can switch off the Fog Of War and you can also set the custom level of AI (difficulty) between the 0.5 and the 4.9 CPU factor.
Game Play Tips and Hints
- Most factions have units of varying speeds. If you just select a variety of units and tell them to attack, the fast units will always reach the destination first, and being alone, they can easily be picked off
- Archers and ranged units can wait behind rows of melee fighters, who serve as the first line of defense.
- Taking control of the units rather than telling them to plainly attack can save you more units, and defeat the foe faster. Try to target one enemy at a time to take him/her down quickly, weakening the enemy, and performing better than attacking a scattered group of enemies.
- Learn units weaknesses and strengths. For example, Tech's archer's have a piercing attack type, which is best against organic (such as the daemon) or leather (such as the horseman), but poorer against metal (such as the guard). On the other hand, impact attacks such as the catapult do better against metal, but worse against organic and leather.
Supports to play against one ore multiple instances of AI (computer).
Supports to play against other human components using a network.
Starting a multiplayer game: One computer creates the game by clicking "Online Game" and "Create Game". All others can join with "Online Game" and clicking on the game.
- Tech: a medieval faction created by the Glest Team, focused on simple gameplay with moderate cost units, and is strong on the defense. In the MegaPack, Tech is slightly modified for balance.
- Magic: also a creation of the Glest Team, the Magic faction is based towards fantasy mages and focuses more on the offense than Tech, with fast and cheap units, but is also generally considered more difficult to use. The MegaPack version is modified for balance, and also includes two powerful new units, the power golem and the evil dragon.
- Egypt: starting units are slightly more expensive than most of the other factions, but end up cheaper in the late-game. Egypt's units range from the weak spearman to slightly more potent scarabs to the Mighty Ibis.
- Indians: a large faction based off the Native American image, with units ranging from very cheap stickfighters to more potent fire archers to powerful fire golems.
- Norsemen: based on the medieval-period vikings, and compliment the Indian faction well, with similar cost units ranging from a cheap and simple spearman to strong battleaxe wielders to the mighty Flying Valkyrie.
- Persian: faction is a based on a fantasy Persia concept, with units based largely out of myth and ancient speculation. Like most of the MegaPack factions, it contains a mix of weak and cheap units with stronger, more regular cost units. In Persian's case, units range from the cheap fakir to the moderate princess to the powerful Flying Carpet.
- Romans: a standalone faction separate from the MegaPack, but was later merged with the pack. Initially proclaimed as overpowered, it was balanced out in early 2011, and is more comparable with Tech in terms of gameplay and unit costs. Units range from a simple archer to powerful gladiator to the brutally powerful general.
Game Play: Strategies
There are different type of generic game strategies available, most of them implemented also to the AI level:
- Rushers create cheap, fast units and attempt to attack the foe before they are capable of putting up a proper defense.
- Turtling is the act of focusing on a strong defense, keeping all your units in your base, surrounding yourself with defensive structures, etc. They do not attack until their base is full or they are attacked, preferring to attack a weakened foe.
- Raiders focus on hit and runs. Instead of charging a large number of units head on, they focus on using many fast or powerful units to sweep bases, causing as much damage as they can before retreating.
- Swarmers send large numbers of units in waves to try and combat the foe. They tend to focus on a single base, using large, diverse groups of units to lay siege on the opponent.
- Lords utilize multiple small bases with their own defenses towers and units to defend it. Production buildings will be built in appropriate places (sometimes in pairs or threes), with medium defenses.
- Communists: Similar to the Lords' strategy, but instead of having multiple smaller bases, Communists use a scattering of units over a large area to try and control that area.
- Chieftains focus on attacking en-mass with one large army. They aim to have to attack only once, stockpiling units in multiple bases, expanding, but holding off attacking until they have a very large army.
- Octopus players expand their bases, making that their focus. If there's resources, they can create a base there. Their strength is that losing a base hardly puts even a dent in their economy, and they can utilize that economy to expand further or advance an army.
- Eagles focus largely on getting air units early on, and use those to expand and make up the bulk of their army. Effective use of the eagle tactic will sweep targets for anti-air units before sending in their air units to lay waste. Their strength is the advantage air units tend to have over ground units.
Screenshot: Main Screen
2017-03-09 : version 3.13.0
- new AI tag <ai-build-size> for units(buildings) which allows fake size for buildings while placing them
- improved AI behavior per faction (mostly magic)
- possibility to let units spawn units on death
- much better error handling and messages especially for modders and xml-related problems
- important sounds like "attack alarm" are always played
- display build / morph / upgrade time
- less visible parts of black squares while rendering cliffs
- fix unwanted double event for some keys ( like alt+enter )
- option to select/command multiple buildings of same type ( uniform-selection )
- major cross platform OOS fix which especially showed up quite often when playing without fog of war
- you must prove basic game knowledge before you can play online by winning a special scenario
- map filter option for game setup on headless server
2016-01-24 : version 3.12.0
- use SDL2 instead of SDL
- added 5 new maps for the game
- better stability in the lobby
- glowing meshes (models can glow like particles do)
- improved network performance
- console message for finished upgrades
- new parameter to set servers titles
2015-03-09 : version 3.11.1
- map editor has a more useful and powerful map height randomizer
- map editor saves all maps with .mgm ending by default
- fix map editor (several linux distributions had trouble)
- no more false clicks when commanding via mini map
- for missing tilesets and techs optional download from mod center instead of server (bugfix)
- healthbar default set to "if needed"
- nicer tilesets as defaults
- improved camera startposition on game start (main building in center)
- attackBoosts: Ep + Hp regeneration is shown in description
- add easier build support for MacOS
2015-01-21 : version 3.11.0
- multi shot / multi-projectiles with different timings, sounds and particle systems
- healthbars with a lot of options
- several camera shake effects
- 'new tileset "pine rock"' ; some new maps
- improve switching settings when connected to a headless server
- support for team unit sharing ; team resource sharing
- tags feature
- attack boosts fixed in many ways ; upgrades now support upgrading attack speed
- timed particles and mesh bound particles really work now
- unit height independend particle positioning (flat-particle-positions)
- the CPU players multiplier are displayed in debug view
- you can have non commandable units
- units spawned by an attack skill can get an attack command
- unit and splash particles can be speeded up (accelerated)
- added HP and EP starting values
- <target-height> <burn-height> can be given
- several bugfixes