MegaGlest Forum

MegaGlest engine based games => Annex: Conquer the World => Topic started by: Ishmaru on 4 February 2011, 07:20:00

Title: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 4 February 2011, 07:20:00
(http://fc09.deviantart.net/fs70/f/2012/001/d/5/d54d3ad381807d406e1d54c9f309fb0c-d4kxwj4.png)
Release 3 is out now!

No Longer in Beta!
Annex: Conquer the World is a full game based on the  MegaGlest engine, that brings VERY fast paced combat with a diverse arsenal. Play as one of two Factions: The East Ocean Alliance, or the Shadow Organization, as they struggle for dominance in the war torn Southern Wastelands, rich in a priceless red mineral. The focus of the game is Multiplayer and Single Player skirmishes. Currently, no plans are in place for campaigns or story mode, however this may change one base game is complete. Annex currently has ability to customize restrictions on tech tree such as limiting tiers and starting units.

Contents of Annex:

(click to show/hide)

Media:
http://www.youtube.com/watch?v=i4BuAVkELK4

Code: [Select]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/annex_anime_screen-logo.jpg[/img]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/annex_screen.jpg[/img]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/annex_screen_3.jpg[/img]

Get your copy here:
No need for Annex Beta 2 or Megaglest to run!
Thanks to Tomreyn for build help!

To play simply unzip anywhere and run annex.exe (for windows) or annex_release-3.app (for OSX).

For Windows
download:
http://annex.megaglest.org/releases/annex_release_3_win.zip
simply unzip "annex_release_3_win.zip" anywhere and run annex.exe in main folder

For Mac OsX
download:
http://annex.megaglest.org/releases/annex_release_3_osx.app.zip
unpack "annex_release_3_osx.app.zip" and run annex_release_3.app

For linux 64 bit:
download:
http://annex.megaglest.org/releases/annex_release_3_linux_64.tar.xz
extract annex_release_3a_linux_64.tar.xz to your home directory
run: ./annex  -or-  chmod +x ./annex ./annex.bin
 ./annex


For linux 32 bit:
download:
http://annex.megaglest.org/releases/annex_release_3_linux_32.tar.xz
extract annex_release_3a_linux_32.tar.xz to your home directory
run: ./annex  -or-  chmod +x ./annex ./annex.bin
 ./annex


Contact:
INDIE DB http://www.indiedb.com/games/annex-conquer-the-world
IRC CHANNEL: on Freednode #annex
FACEBOOK: http://www.facebook.com/AnnexConquer

Known Bugs:
(click to show/hide)
Title: Re: Annex Conquer The World Anounced:
Post by: Zoythrus on 4 February 2011, 07:24:30
interesting....

so....ETA till done?
Title: Re: Annex Conquer The World Anounced:
Post by: weedkiller on 4 February 2011, 07:26:16
Wow!!!
Havent seen such a good tech mod for glest till now 8)
Reminds me of good old C&C times
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 4 February 2011, 07:26:39
So I was right...looks awesome!
Why don't you just embed the video on Youtube though?
What was your first mod?
Title: Re: Annex Conquer The World Anounced:
Post by: Gabbe on 4 February 2011, 08:31:09
Oh man this mod is very awesome, who wants to play mutliplayer when its out???  :cheesy: :cheesy: :cheesy: :cheesy: :cheesy: :cheesy: :archer: :archer: :swordman: :swordman: :swordman: :swordman:
Title: Re: Annex Conquer The World Anounced:
Post by: will on 4 February 2011, 08:34:40
Hi Guys! So today I'm releasing A mod I've been working on since May.

absolutely gorgeous looking teasing tasters!

What's the download link?
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 4 February 2011, 09:03:15
This looks seriously awesome, cannot wait to play it

Looks dune influenced to me too , which is no bad thing. I used to mod cnc and red alert back in the day, I love this look and feel
Title: Re: Annex Conquer The World Anounced:
Post by: Conzar on 4 February 2011, 10:22:15
Oh man this mod is very awesome, who wants to play mutliplayer when its out???  :cheesy: :cheesy: :cheesy: :cheesy: :cheesy: :cheesy: :archer: :archer: :swordman: :swordman: :swordman: :swordman:
Sign me up!
Title: Re: Annex Conquer The World Anounced:
Post by: will on 4 February 2011, 10:45:20
Looks dune influenced to me too

The buildings remind me of the GDI in Tiberian Sun - oh the nostalgia!

This is so promising, I can't wait to get my hands on a download link and play it
Title: Re: Annex Conquer The World Anounced:
Post by: Yggdrasil on 4 February 2011, 12:46:36
Just wow. What a nice surprise! i especially like the unit design and comic/anime theme which makes it quite unique.

What was your first mod?
Probably Chasm which looks awesome too:
http://delphadesign.deviantart.com/gallery/?offset=24#/d2tzf2u
Title: Re: Annex Conquer The World Anounced:
Post by: wciow on 4 February 2011, 13:24:11
Absolutely awesome  :o

Easily the best Glest mod since the original Magitech!!
Title: Re: Annex Conquer The World Anounced:
Post by: tucho on 4 February 2011, 13:41:14
Awesome work man :D

We want a playable version!!!

Keep up the good work
Title: Re: Annex Conquer The World Anounced:
Post by: softcoder on 4 February 2011, 16:38:35
Very impressive!
Title: Re: Annex Conquer The World Anounced:
Post by: Gabbe on 4 February 2011, 16:55:24
Can`t wait to see the other faction, but some stuff i have to say, based only on the video and the techtree;

What is the R grunt?
How did you get specular on the Harvester unit? It looks cool, but if it is diffuse then i imagine that it will look weird in game. Especially at night.
I think that you start out with a "refinery" as main unit makes way more sense than the standard "HQ/HeadQuarters". Especially with you producing the drone to gather resources.
I think you should rename the scout to "Probe Scout" or something like that.
I like that you have the models separated in pieces when the units gets destroyed.
I also like the cartoonish art-style! It gives this mod a good "Feel".
And the animations look very very good and smooth.
Will you release it with special made maps?
I think i saw quite a unique tileset there, nice job.
And the resources are looking good and blending nice with the tileset aswell.
Ment for MP or SP?
Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 4 February 2011, 17:17:27
Looks very cool! cant wait for the release!   :)

Are there two factions?
Quote
two Factions: The East Ocean Alliance or the Northern Empire,
And are they both done yet?
Title: Re: Annex Conquer The World Anounced:
Post by: titi on 4 February 2011, 17:57:53
wow looks good!
PLEASE PLEASE PLEASE make several backups!!! We already had several people who lost everything or parts because of technical issues!
.... how a bout a (beta)release very soon? The best backup in the world :-D
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 4 February 2011, 18:48:33
Fantastic job Ishmaru! The models are very high quality, and everything looks fantastic. I hope to see a playable beta soon. :D
Title: Re: Annex Conquer The World Anounced:
Post by: Hagekura on 4 February 2011, 19:17:56
Wow it looks like a professional's work!very well done!
and the muzzleflash in your mod works quite well(although without Self Illumination). :thumbup:
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 4 February 2011, 22:54:56
What was your first mod?
Probably Chasm which looks awesome too:
http://delphadesign.deviantart.com/gallery/?offset=24#/d2tzf2u
Oh, probably. I just thought that was this mod, so that didn't really count as a different mod. But you're most likely right.
Title: Re: Annex Conquer The World Anounced:
Post by: wyvern on 5 February 2011, 01:46:32
THIS LOOKS GREAT :o :o
I can't wait to try it out.
Title: Re: Annex Conquer The World Anounced:
Post by: Psychedelic_hands on 5 February 2011, 03:53:16
Seriously can not wait.
I like when people release awesome mods that blow away the work of everyone else  :P It inspires me to make better stuff haha. You've obviously have loads of experience and talent  :thumbup:

Can I ask why you didn't release the other mod? The two seem really similar. Maybe you could do a cross-over  ;)
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 5 February 2011, 06:06:11
Wow A HUGE Thank you to nearly the entire Glest Community for the wonderful praise! I hope that Annex will live up to your expectations! :D

A lot of work is already finished, but there is still much work to be done!

Whats done:

-Alliance units + buildings are all modeled and  textured, while  99% are animated and in-game.

-New menu screen!

-Music + Sound effects

What needs to be done:

-Empire units (only a single tank is completed)

-Maps (due to certain things, such as tileset, resource placement, as well as grid restrictions, Annex will have its own custom stages, Other stages may not work well with Annex, or work with custom Annex tileset.

-Tileset, being made as a sort of a all purpose tileset. can make Forest, wasteland, urban, and desert stages! In one tileset! About 75% complete.

-unit voice overs! Need good quality RTS voices for both male and female characters.

-balance work....

I'm planning on releasing a beta of Annex, very soon, however I need to do some more work on game first. In particular I need to do maps...

As for older mod Chasm its not announced for a reason, of the two Annex is superior in Gameplay, diversity, strategy, animation, and particles. Chasm Actually has pretty-er units but are higher poly thus more taxing on the system. I was not planning to release chasm as of now, but maybe some day ill fix her up...maybe.

Can I ask why you didn't release the other mod? The two seem really similar. Maybe you could do a cross-over  ;)
- Chasm is not as good as Annex so I went with the better mod!   If they seem similar they should as I built Annex as a sort of Sequel to Chasm story wise, but not really noticeable. I also don't want them competing with each other for popularity, so I plan to only release Annex.

PLEASE PLEASE PLEASE make several backups!!!
.
- Yes I have latest version on flash, hard drive, and CD
Are there two factions?
And are they both done yet?
-Yes There will be 2 factions, only one is almost complete. There will be a sort of sub faction which will act as mercenary units that either side can recruit, they still need to be done!

Defiantly inspired in some way by many popular RTS such as C&C Tiberian Dawn, Red Alert3, Generals, Emperor: Battle for Dune, Starcraft, to name a few.
What's the download link?
-sorry none yet try to be patient!
Why don't you just embed the video on Youtube though?
- going to soon!
Awesome work man :D
We want a playable version!!!
Keep up the good work
-Thanks!! Mean a lot coming from the original Glest artist!
What is the R grunt?
How did you get specular on the Harvester unit? It looks cool, but if it is diffuse then i imagine that it will look weird in game. Especially at night.
I think you should rename the scout to "Probe Scout" or something like that.
Will you release it with special made maps?
Ment for MP or SP?
R grunt is for Rocket Grunt
Specular is part of the diffuse map, however its not to bothersome at night. (at least to me)
All maps will be special made maps as normal glest maps will have some comparability issues with Annex and Its tileset. They work just issue of enough space for the large bases and problems as i reassigned tile set objects to different things in annex.
Can play Both MP AND SP! AI WORKS WELL! actually too well i never defeated a cpu mega.... There may not be scenarios as i do not have time / experience to do them however you are all welcome to make your own ill be interested to try them out!
Is there a reason y scout is not enough? That's its sole purpose... Also The names written on icons may not be the whole name, ex destroyer is actually called Tank Destroyer.
Thanks Again To everyone! I Look forward to releasing a beta for Annex soon!
Title: Re: Annex Conquer The World Anounced:
Post by: Gabbe on 5 February 2011, 08:43:36
What is the R grunt?
How did you get specular on the Harvester unit? It looks cool, but if it is diffuse then i imagine that it will look weird in game. Especially at night.
I think you should rename the scout to "Probe Scout" or something like that.
Will you release it with special made maps?
Ment for MP or SP?
R grunt is for Rocket Grunt
Specular is part of the diffuse map, however its not to bothersome at night. (at least to me)
All maps will be special made maps as normal glest maps will have some comparability issues with Annex and Its tileset. They work just issue of enough space for the large bases and problems as i reassigned tile set objects to different things in annex.
Can play Both MP AND SP! AI WORKS WELL! actually too well i never defeated a cpu mega.... There may not be scenarios as i do not have time / experience to do them however you are all welcome to make your own ill be interested to try them out!
Is there a reason y scout is not enough? That's its sole purpose... Also The names written on icons may not be the whole name, ex destroyer is actually called Tank Destroyer.
Thanks Again To everyone! I Look forward to releasing a beta for Annex soon!

There isn`t a reason it isn`t enough with scout, but the other names have so much "stuff" or fashion what you can call it. And then scout seems too simple.

Anyways I can`t wait for playing this ;) Epic stuff i like +up and respect!

Edit by Omega - Fixed broken quote
Title: Re: Annex Conquer The World Anounced:
Post by: titi_son on 5 February 2011, 09:51:41
looks very good!
Title: Re: Annex Conquer The World Anounced:
Post by: claymore on 5 February 2011, 16:52:38
Simply amazing, not that it needs to be said again.
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 6 February 2011, 18:45:21
Thanks for adding the YouTube version, now I can watch the video

This mod is amazing. Are you a pro?

The Japanese mod and this one really raise the bar - no disrespect to other's great mods, but now we know what we should be aiming for, what we should be measured against

The tile set looks amazing too btw, and the tanks exploding... I could watch that bid all night

Respect!
Title: Re: Annex Conquer The World Anounced:
Post by: Gabbe on 6 February 2011, 19:08:47
Simply amazing, not that it needs to be said again.

I think otherwise, it needs to be said several times more..
Title: Re: Annex Conquer The World Anounced:
Post by: Zoythrus on 6 February 2011, 22:11:42
it may look good, but the real test is if it plays good. i wont be truly impressed unless its gameplay matches its looks.
Title: Re: Annex Conquer The World Anounced:
Post by: Gabbe on 6 February 2011, 22:31:31
It looks good, so then we can expect good? :D
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 7 February 2011, 01:28:07
This mod is amazing. Are you a pro?

The Japanese mod and this one really raise the bar - no disrespect to other's great mods, but now we know what we should be aiming for, what we should be measured against

The tile set looks amazing too btw, and the tanks exploding... I could watch that bid all night

Thanks for complement! Not sure what you mean by "pro" I don't work in gaming industry...yet, I hope to someday. I'm experienced I have done 3D animation and games in the for many years now.  

edit: sorry mr war i misread the last part...

Thanks for putting me up there. I really do hope it lives up to everyone's expectations.

it may look good, but the real test is if it plays good. i wont be truly impressed unless its gameplay matches its looks.

-maybe it will maybe it wont. I'm trying things that will alter what Glest players are use to with game play. Ive made quite a few changes that either you guys will like or hate and when I do release a beta (or alpha no difference to me) I hope that the community will play it and give me feed back to make it as good as it looks, if its not.

PS thanks Ultifd for update! Once again Surprised you found it it doesn't show up in searches for me...

Thanks
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 19 February 2011, 06:46:09
Uploaded game play footage. If anyone interested!    
http://www.youtube.com/watch?v=Sf7QXNHORjs
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 19 February 2011, 06:47:31
Looks awesome. Will be even more awesome with GAE's features too!
Title: Re: Annex Conquer The World Anounced:
Post by: Psychedelic_hands on 19 February 2011, 06:51:59
Looks awesome.

^ :thumbup:
I love how all your videos end with a missile! :D
Title: Re: Annex Conquer The World Anounced:
Post by: John.d.h on 19 February 2011, 06:54:50
 :o That was amazing!  I know it's been said before, but this has got to be the best artwork Glest has ever seen.  If I didn't already know better, I would have thought I was watching the trailer for a professional game.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 19 February 2011, 07:35:33
Looks awesome. Will be even more awesome with GAE's features too!
Defiantly, Hope the merge goes well!

:o That was amazing!  I know it's been said before, but this has got to be the best artwork Glest has ever seen.  If I didn't already know better, I would have thought I was watching the trailer for a professional game.
Thanks! Glad you feel that way! BTW does the video look a bit dark?? Just wondering.

I love how all your videos end with a missile! :D
Nothing is better than ending with a huge explosion!
Title: Re: Annex Conquer The World Anounced:
Post by: Hagekura on 19 February 2011, 07:58:00
Great. :thumbup:
especially I love the Robots!(probably the "walker" unit?), they are uber cool! :thumbup:
I can't wait for play the demo!
Title: Re: Annex Conquer The World Anounced:
Post by: -Archmage- on 19 February 2011, 08:08:52
Awesome video man! This is great competition for us! :)
Title: Re: Annex Conquer The World Anounced:
Post by: Mark on 19 February 2011, 17:36:10
Good job!  The videos look fine.  (Adding to the chorus) I can't wait for a playable version.
Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 19 February 2011, 18:15:22
Cool vid! Can't wait for the release.
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 20 February 2011, 04:10:19
Amazing. Just amazing.

And the mod of the year goes to... *drumroll*... Ok, take the drum roll out. There is no suspense, no contest, nothing. If the mod is half as good as the video shows it to be, you win, hands down. Pre-congratulations. :D
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 22 February 2011, 13:47:05
Amazing. Just amazing.

And the mod of the year goes to... *drumroll*... Ok, take the drum roll out. There is no suspense, no contest, nothing. If the mod is half as good as the video shows it to be, you win, hands down. Pre-congratulations. :D

Thanks! I will make sure that its at least half as good :P

Great. :thumbup:
especially I love the Robots!(probably the "walker" unit?), they are uber cool! :thumbup:
I can't wait for play the demo!

Thanks walkers are my favorite ground unit!

I'm on vacation and all i have is my mac so I cant work on Annex for the next week and a half. It sucks cause I have so much down time now.... -_-
Title: Re: Annex Conquer The World Anounced:
Post by: tucho on 24 February 2011, 14:44:45
Impressive!!! :D

Your tech tree looks better than the original magitech  :'(  ;)

I can't wait for the release :)
Title: Re: Annex Conquer The World Anounced:
Post by: Gabbe on 24 February 2011, 15:04:30
Yes it does indeed! All i want for christmas birthday or whatevr your release date may be..is...this moooooood!
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 24 February 2011, 18:19:18
Your tech tree looks better than the original magitech  :'(  ;)
Well, technically it's different, it's animeish, so it doesn't count ;)  :O
Title: Re: Annex Conquer The World Anounced:
Post by: Fluffy203 on 24 February 2011, 18:56:42
Great looking mod , forgive me cause i didn't read all of the post , but is there going to be an opposing faction? and this is by far the best way to take the glest engine , i've done it in the past way less polished , but the cartoony style fits the engine just right btw great job  :thumbup:

Edit: nevermind got my answer Play as one of two Factions: The East Ocean Alliance or the Northern Empire
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 26 February 2011, 15:59:15
Thanks for support again guys!

 I'm currently having a huge problem... I have lots of lag recently on my PC. I don't know if its just my pc getting slower, or that annex is to taxing. Its actually a xps laptop coming on its third year of use. SO no top of the line machine. I tried to make everything in annex as efficient as possible. Lower texture resolution (infantry use 128x128, tanks 256x256) Even particles are even more efficient than Glest particles, even with particles off still lag issues. Annex is supposed to be played with a large number of units much in a similar way ad C&C games. I know that Glest is not built for large battles, however, as much as i build the ai always uses more. Beside i've seen videos with mega Glest with almost as much units as Annex normally uses. The lag occurs more in 4+ matches. 2-3 opponent matches are fine. I don't know what to do to fix the problem... Any suggestions?
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 26 February 2011, 19:12:29
Thanks for support again guys!

 I'm currently having a huge problem... I have lots of lag recently on my PC. I don't know if its just my pc getting slower, or that annex is to taxing. Its actually a xps laptop coming on its third year of use. SO no top of the line machine. I tried to make everything in annex as efficient as possible. Lower texture resolution (infantry use 128x128, tanks 256x256) Even particles are even more efficient than Glest particles, even with particles off still lag issues. Annex is supposed to be played with a large number of units much in a similar way ad C&C games. I know that Glest is not built for large battles, however, as much as i build the ai always uses more. Beside i've seen videos with mega Glest with almost as much units as Annex normally uses. The lag occurs more in 4+ matches. 2-3 opponent matches are fine. I don't know what to do to fix the problem... Any suggestions?
Just the standard stuff: Perform a ccleaner sweep, defrag, update graphics drivers, and whatnot. Particles can slow the game down, as can an increased render distance (great for screenshots, but should be kept at the default for regular gameplay).
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 26 February 2011, 19:13:42
I'm currently having a huge problem... I have lots of lag recently on my PC. I don't know if its just my pc getting slower, or that annex is to taxing. Its actually a xps laptop coming on its third year of use. SO no top of the line machine. I tried to make everything in annex as efficient as possible. Lower texture resolution (infantry use 128x128, tanks 256x256) Even particles are even more efficient than Glest particles, even with particles off still lag issues. Annex is supposed to be played with a large number of units much in a similar way ad C&C games. I know that Glest is not built for large battles, however, as much as i build the ai always uses more. Beside i've seen videos with mega Glest with almost as much units as Annex normally uses. The lag occurs more in 4+ matches. 2-3 opponent matches are fine. I don't know what to do to fix the problem... Any suggestions?
Specs? Good graphics card and 4 gigs of ram? Try running ccleaner, updating your drivers, and running defrag utilities. Yes, the AI will always produce more units, but all you have to do usually is just to be smarter than them.  :P
edit: I need to type faster...  :D
Title: Re: Annex Conquer The World Anounced:
Post by: Fluffy203 on 27 February 2011, 00:26:17
How many polys/tri per unit ? i mean this shouldn't be an issue , but it possibly could be

Edit: btw great work on the chasm mod too bad you didn't bring it to light or atleast i haven't saw it
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 27 February 2011, 03:01:06
Thanks ill try those when when I get home!

Don't have my computer near me (im in another state for about another week), but based on stats I found online about my laptop it would be around this.. dell XPS M1710 with a core 2 duo (my label does say dual core 2, is there a difference?) 4 gigs of ram (using XP so technically 3.5 gigs) and Nvidia 7950 GTX. Have not reinstalled windows ever.  Would disk defrag make game play faster?? wouldn't it just make faster loading times??  As for models Infantry have around 400 polys with a 128x128 texture, vehicles around 800 polys with 256x256 textures. Buildings vary from 800 - 1200 polys and 512x512 textures each. Trees have around 120 polys  and 256x256 texture. So I believe i made annex models as efficient as possible... Particles too with an exception to the nuke all particles are made to have particle generation of 5 or less. most around 0.5. So should be fairly efficient..

Im good with cpu building more than me. Cpu never uses its units to their full potential anyway. =P

PS Chasm was a mod i started making more than 3 years ago, i developed it for 2 years. I never released chasm or even really announced it. It kind got discovered when I announced Annex. Would everyone want to play Chasm? I've been debating it ever since...
Title: Re: Annex Conquer The World Anounced:
Post by: Fluffy203 on 27 February 2011, 03:53:51
Very efficient , but i'd love to play chasm , cause i've made a mod similar , not as polished , but almost the same using rabbits as the people , but lost it do to a HD wipe D: , but yes please i'd love to play it and learn somethings from your style of art
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 28 February 2011, 01:42:23
PS Chasm was a mod i started making more than 3 years ago, i developed it for 2 years. I never released chasm or even really announced it. It kind got discovered when I announced Annex. Would everyone want to play Chasm? I've been debating it ever since...
Sure!  ;D Added a poll...

Re: Your comp's specs
They look pretty good...maybe you should just try what we said. I'm not sure for disk defrag, but anything better is nice :P
Title: Re: Annex Conquer The World Anounced:
Post by: titi on 28 February 2011, 14:13:32
Even if you don't want to finish chasm, why don't you simply release all your models and stuff that is already done?
Its much better than throwing it all away for nothing! I bet you will quickly find a forum member who is willing to finish it  :D
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 28 February 2011, 18:14:22
I'd love to see all the models etc even if you don't release it in playable form
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 6 March 2011, 18:23:55
Ok Thanks for the feed back! I will release it. The question is before or after Annex.  :P After i wrote my last post on this page i've been doing small tweaks with Chasm, and kind fell back into it again. I love both games equally. Annex has faster gameplay (i prefer speed), better efficiency (graphics wise), better animations and particles. Chasm is so much prettier. Higher poly, Very colorful, and two much nicer tilesets. Chasm plays more like Glest, while Annex plays more like C&C.

Still working on Annex. Been having lots of lag as of late (even after cleaning up my registry, no changes graphically at all) I've been experimenting with 256x256 maps but they lag A LOT more than 128 and 64 maps. The main issue i'm dealing with is that Glest does not support large armies too well. Annex doesen't need huge 100+ armies to win but i want to build like a 50-70 unit army quickly. The problem is that there is no way of preventing a player (or cpu) from attempting to build a 100+ army without messing up current gameplay (which i feel is perfect). I DO NOT want to make build times slower. Any suggestions?
Thanks for support!
Title: Re: Annex Conquer The World Anounced:
Post by: charlieg on 7 March 2011, 02:28:42
Are you using MegaGlest or GlestAE?  Lag probably comes from pathfinding.
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 7 March 2011, 08:55:28
Well, I think it doesn't matter if he was using MG or GAE...but yeah, the lag probably comes from the pathfinding...
Also, well...perhaps if this isn't implemented for specific factions something like this could be implemented? Or, I suppose you could just cap them...(I think you can do this, but not sure how...) On second thought, I guess capping would work.
By the way, its also available in scenarios now. You can specify something like this now:
<player control="cpu-easy" resource_multiplier="3.0" faction="magic" team="2"/>
of course the old way without this new attribute works too

About Chasm: I suppose you should release it before Annex, I guess.
Title: Re: Annex Conquer The World Anounced:
Post by: will on 7 March 2011, 09:07:55
I'm a bit apprehensive - I really could imagine the author disappearing from the face of the earth, sucked into some paying gig, leaving the community with just the taster videos!

It makes me think an escrow system so should you get snatched then the mod would live in some form?

Regards performance, the best way to get me motivated to help out with it would be to release a mod that emphasised the problems ;)
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 8 March 2011, 00:18:08
Are you using MegaGlest or GlestAE?  Lag probably comes from pathfinding.
I do use MegaGlest but the lag would probably be the same on GAE.

Also, well...perhaps if this isn't implemented for specific factions something like this could be implemented? Or, I suppose you could just cap them...(I think you can do this, but not sure how...) On second thought, I guess capping would work.

About Chasm: I suppose you should release it before Annex, I guess.

I would like some sort of unit cap. However mg only has caps for specific units. (IE: limit 10 tanks, 20 grunts, 5 bombers...) I tried this once but it kinda takes away the freedom of the player to decide his unit formation. What i would need is a population cap, however the closest Glest has is food which is not the same... -_-

Thanks for heads up on multiplier for scenarios I was going to ask about that.

As for Chasm the directory/xml are a mess and will take time to clean I will release either Annex or Chasm depending on which i finish (finish beta for Annex) first. Chasm is very different feel so it could stand as its own game.

@Will Ill try to release Annex before I disappear from the world :P

I removed ambient sounds from vehicles planes and copters, and it helps somewhat with lag. Other ideas include: limiting max players back to 4, or doing unit limits like I mentioned above, or maybe removing worker units (usually you use 20-30) and just using harvesters (you will need less) and adding a construction dozers (only need 1-3) This will change gameplay to be more like C&C Generals... i don't want it to bee too much like any game.
Title: Re: Annex Conquer The World Anounced:
Post by: John.d.h on 8 March 2011, 00:30:15
I would like some sort of unit cap. However mg only has caps for specific units. (IE: limit 10 tanks, 20 grunts, 5 bombers...) I tried this once but it kinda takes away the freedom of the player to decide his unit formation. What i would need is a population cap, however the closest Glest has is food which is not the same... -_-
What about a static resource like Magic's energy?
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 8 March 2011, 00:37:51
What about a static resource like Magic's energy?
I can try that. Does it replenish when a unit dies?
Title: Re: Annex Conquer The World Anounced:
Post by: John.d.h on 8 March 2011, 00:40:14
I can try that. Does it replenish when a unit dies?
Yes it does.  The unit simply checks it out like a library book, and returns it when it dies.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 8 March 2011, 01:07:46
Awesome! Hope i don't break the AI when i change it!
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 8 March 2011, 08:19:49
Thank you John! Your a lifesaver! Its works well and reduces lag! Kinda altered gameplay a bit but for the better, forces players to play more aggressively, instead of waiting and trying to build the biggest army they can.

 I used a static resource to make a unit cap, currently at 80. All units (except structures) cost 1 "pop", you cannot increase this number in any way and is replenished when units die. This does not replace the "supplies"(food) resource this will still require you to build Warehouses and cost varies on unit (ie: grunts are 1 tanks are 10).
Thus Annex now uses 3 resources Credits, Supplies, and Pop (may rename this).

Lag issue is much better, I will still continue to look for ways to speed game up, most of it would still depend on speeding up the pathfinding. Until then i'm gona say this issue is resolved... hopefully

Things that need done before beta release:
Waiting on permission for music, Finish some custom maps (working on a cool 2v2 city battle map :P), I still need to make mountains currently using modified Glest mountains, and a bit of cleaning up. I want to do a tutorial but to me lua is frustrating at best, so i may not. Then we would have a beta release sorry for wait!
Title: Re: Annex Conquer The World Anounced:
Post by: Psychedelic_hands on 8 March 2011, 11:07:07
Can't wait! sounds awesome!

I'm really interested in your tileset. I'm going to start work on my own tileset kind of soon, and yous looks very different!
I like how you use lots of grass and leaves around objects, I was planing on doing the same  :D. So you said you added every type of terrain into one tileset.... how does this work? and does the map editor handle it?
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 9 March 2011, 04:58:32
Things that need done before beta release:
Waiting on permission for music, Finish some custom maps (working on a cool 2v2 city battle map :P), I still need to make mountains currently using modified Glest mountains, and a bit of cleaning up. I want to do a tutorial but to me lua is frustrating at best, so i may not. Then we would have a beta release sorry for wait!
Modified Glest mountains? how and screenshot?

Don't forget to use cliffs!
If you don't have it, I've uploaded it here: http://www.2shared.com/file/DabE1MfT/
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 9 March 2011, 06:59:57
I'm really interested in your tileset. I'm going to start work on my own tileset kind of soon, and yous looks very different!
I like how you use lots of grass and leaves around objects, I was planing on doing the same  :D. So you said you added every type of terrain into one tileset.... how does this work? and does the map editor handle it?

Well, I simply changed what each tileset object does in my tileset. I did not alter any code in doing this so works fine in map editor, its just you wont always get what the editor says you get. I removed things i didn't need ex: impaled/statues and replaced them with stuff i did need ex: Buildings. Also combined things that were similar ex tree, big tree, dead tree into one object. Tileset objects include Desert tree, Forest (normal trees evergreens), green grass, swamp tree, urban ruins (buildings/abandoned cars), brown grass, mountains and invisible blocker. Currently not using small stone object so i have a blank opening thats not used. No idea what i can put in this slot. Any ideas?  Ground tiles are Wastelands (brown dirt and rocks) Grasslands, road (can be used for sandy beaches as well!), mechanical metal rivets and vents, and desert (not done yet using road texture for now). Mixing and matching these objects you can create environments such as desert, swamp, forest, urban, maybe beaches? Better yet an environment that uses all combined.  :P

Hope that helps!

Modified Glest mountains? how and screenshot?
Don't forget to use cliffs!
If you don't have it, I've uploaded it here: http://www.2shared.com/file/DabE1MfT/

Well modified Glest mountains is temporary fix, not intended for the release i'm making new mountains similar to these: http://vistawallpapers.files.wordpress.com/2007/03/vista-wallpaper-desert-landscape.jpg If you need to know all i did was overlay brown on the Glest mountain texture.
Cliffs would be great! Were they were implemented in current MegaGlest release? Is there somewhere else i can get map editor? I tried your link and got a spyware/virus notification :look:  LKwvnshf.exe.part may want check that....
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 11 March 2011, 04:13:37
(click to show/hide)
So I just found your videos about Chasm...could you please re-upload them on youtube?  :D
Chasm Trailer (http://delphadesign.deviantart.com/gallery/25929034#/d2w5dby)
Chasm Gameplay (http://delphadesign.deviantart.com/gallery/25929034#/d35cxy9)
And when you upload Chasm, be sure to make a moddb page for it!
Note: Perhaps you would not want to include your phone number...  ::)
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 11 March 2011, 05:56:37
lol, your image is very helpful  ::) But, I see...cool.
Here is what you were looking for.
(click to show/hide)
This is a screen of the the modified texture of the big rock. I originally made it for Chasm. Its use to be used in Annex, but i've decided to replace it with new just been replaced in Annex with a new mountain:
(click to show/hide)
This one is larger than the ones typically in Glest (dynamiter of 5 squares) so this would be best to use a 2-3 invisible blocks around it, also to space them out.
Here is a screen in-game:
(click to show/hide)

Still lag issues hope it is just my computer... I think it is I remember not haveing lag playing Chasm with full settings(1920x1200 res), in in vanilla Glest like two years ago. Now i modified it to play faster and still lots of lag... Annex is better but still lag with 4+ Players / Ai. Hope its possible to play Multiplayer... Unit cap limit now at 70, I tried 60 and lag is greatly alleviated for me, but messes up gameplay, 80 is perfect number but i get lag. Figured 70 is best bet.   :look:

In happier news The city stage i was working on is done, and its is my favorite. Its a fun 2v2 battle:
(click to show/hide)
Tight alleyways force commanders to split up a large army or suffer traffic jams...creates perfect grounds for ambushes and hit and run attacks!
Like this nasty surprise:
(click to show/hide)
So I just found your videos about Chasm...could you please re-upload them on youtube?  :D
And when you upload Chasm, be sure to make a moddb page for it!
Note: Perhaps you would not want to include your phone number...  ::)
Unfortunately, I don't think I have the videos anymore... They may be in another Hard Drive but no guarantees. Guess I could just make another trailer :P The ones on Deviant art look terrible... Btw are the images / videos dark? They look almost black on my mac.
I wont put my number on youtube ones :P.

Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 11 March 2011, 17:14:27
Looks cool! Can't wait to try it out.  :)
Title: Re: Annex Conquer The World Anounced:
Post by: wyvern on 11 March 2011, 18:32:17
How'd you make the city, it looks awesome :o
Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 12 March 2011, 00:44:22
How'd you make the city, it looks awesome :o
I think he made a city tileset.
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 12 March 2011, 02:09:00
Well, I was able to download the divx vids with a firefox addon...but yeah, the quality isn't that good but at least it gives an image of Chasm.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 12 March 2011, 04:49:53
@Ultfid Ill upload video when i find it. If not Ill make a new one! Meanwhile try not to post it anywhere don't want my phone number plastered all over net. ;)
Are the Chasm images on deviant art dark or hard to see on your screen?

@Whyvern Not sure what you mean by how but i replaced the "impaled" object with various objects such as buildings, shacks, water towers, empty lots, and broken down cars. Each occupy about 3x3 space much like "Big Rock" and are chosen at random by the engine.

@ElimiNator Not a special city tileset. Annex only has one tileset and it makes forest, swamps, wastelands, desert, and city maps. Without modifying code or changing map formats. Its just as simple as redefining current tlieset objects!
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 12 March 2011, 05:13:37
Yes, of course. I wasn't going to upload them without your permission, anyways. If I did I would just edit/blur it out. :P
Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 12 March 2011, 05:20:46
@ElimiNator Not a special city tileset. Annex only has one tileset and it makes forest, swamps, wastelands, desert, and city maps. Without modifying code or changing map formats. Its just as simple as redefining current tlieset objects!
So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 12 March 2011, 06:09:40
Are the Chasm images on deviant art dark or hard to see on your screen?
Somewhat, but it's fine. Perhaps you should just adjust your screen's settings...  :-\
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 12 March 2011, 06:41:56
So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.
@ ElimiNator Works in custom games too! Scattered houses appear in many maps but 2v2 Urban Rumble is first to focus on city battles.  :P

Are the Chasm images on deviant art dark or hard to see on your screen?
Somewhat, but it's fine. Perhaps you should just adjust your screen's settings...  :-\
@ultifd What I feared. :look:... Ill try to brighten it the only way i can think of is brightening the textures, its just hard cause i don't have something to aim for...
Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 12 March 2011, 06:59:17
So the only way to have the houses is if you play the scenario, right? I did something along those lines a wile back.
@ ElimiNator Works in custom games too! Scattered houses appear in many maps but 2v2 Urban Rumble is first to focus on city battles.  :P
Cool.
Title: Re: Annex Conquer The World Anounced:
Post by: weedkiller on 12 March 2011, 12:30:25
has been said often but; cant wait to get this to play  :D
please can you upload chasm, if its just some kind like what you a creating for annex people will make you xmls for playing in one afternoon...

the ai-thing; i think maximal unit-limit for the ai and stuff like that should be implementet to MG for future releases; just one xml which lets you configure the playstyle; for example original glest-style or a fast-arcarde-style
Title: Re: Annex Conquer The World Anounced:
Post by: wyvern on 12 March 2011, 16:02:09
@Ultfid Ill upload video when i find it. If not Ill make a new one! Meanwhile try not to post it anywhere don't want my phone number plastered all over net. ;)
Are the Chasm images on deviant art dark or hard to see on your screen?

@Whyvern Not sure what you mean by how but i replaced the "impaled" object with various objects such as buildings, shacks, water towers, empty lots, and broken down cars. Each occupy about 3x3 space much like "Big Rock" and are chosen at random by the engine.

@ElimiNator Not a special city tileset. Annex only has one tileset and it makes forest, swamps, wastelands, desert, and city maps. Without modifying code or changing map formats. Its just as simple as redefining current tlieset objects!
Thats cool, sorry if I was confusing, making tilesets looks like fun
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 12 March 2011, 19:00:52
Wow, that's amazing Ishmaru! Very creative usage of tilesets. Albeit, they will only work on specially made maps as a result, but it's very impressive all the same! :o
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 13 March 2011, 02:44:42
Thats cool, sorry if I was confusing, making tilesets looks like fun
It is! Its actually fun to break the tileset mold and explore different possibilities!
Wow, that's amazing Ishmaru! Very creative usage of tilesets. Albeit, they will only work on specially made maps as a result, but it's very impressive all the same! :o
Thanks! Yea its a problem since tileset is radically different It would only work with special maps and the maps may not work with any other tileset.
has been said often but; cant wait to get this to play  :D
please can you upload chasm, if its just some kind like what you a creating for annex people will make you xmls for playing in one afternoon...
Thanks ^^

I will upload Chasm but i have some things need fixing before I do. As of now a beta release of Annex is higher priority.
the ai-thing; i think maximal unit-limit for the ai and stuff like that should be implementet to MG for future releases; just one xml which lets you configure the playstyle; for example original glest-style or a fast-arcarde-style
Maybe i think Future Glest (Glest 4 hopefully) changes should focus on making its easier to make mods that focus on large scale battles. Thats my biggest grief with The Annex Project. I'm thinking of limiting to 2-4 player maps, due to the lag issue created by large armies. Maybe a 6 player map to test if that many players are even possible. I'm also worried about multiplayer issues due to large armies.
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 15 March 2011, 00:19:15
How will those huge mountains work in MG? Invisible blocker objects, everywhere?
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 15 March 2011, 14:42:07
How will those huge mountains work in MG? Invisible blocker objects, everywhere?
Not everywhere. Mountains are larger but not huge. The easiest way to set up a mountain is to use a brush of radius 3. one click and put a single mountain square in the middle. And you got a perfect collision barrier. Like in photo:

(click to show/hide)
Btw.
I remember hearing something about defining a tileset object height in megaglest for air units. Cant seem to find how to do it anywhere. :look:
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 18 March 2011, 04:19:42
I remember hearing something about defining a tileset object height in megaglest for air units. Cant seem to find how to do it anywhere. :look:
Not yet. There was discussion in hopes of adding such an ability, but it seemed to have died. Perhaps it should be brought up again, in its own feature request topic? Flying into a mountain is pretty bad anyway. :confused:
Title: Re: Annex Conquer The World Anounced:
Post by: Zoythrus on 18 March 2011, 15:58:01
in some ways, i kinda wish that air units would stay a consistent height from the ground, so that you can actually have an animation for a ground unit that can become and air unit. and also, as Omega said, flying an air unit into a mountain sucks.
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 18 March 2011, 18:39:09
in some ways, i kinda wish that air units would stay a consistent height from the ground, so that you can actually have an animation for a ground unit that can become and air unit. and also, as Omega said, flying an air unit into a mountain sucks.
They do fly a consistent height.
Title: Re: Annex Conquer The World Anounced:
Post by: Zoythrus on 18 March 2011, 20:08:10
sorry, i meant to say a "static" height from the ground. only downside with that is that they would "ride" the contours of the land below
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 19 March 2011, 23:31:10
Not yet. There was discussion in hopes of adding such an ability, but it seemed to have died. Perhaps it should be brought up again, in its own feature request topic? Flying into a mountain is pretty bad anyway. :confused:
Really, that's not good the mountains are taller and air units would fly into them... Ill create a request.

sorry, i meant to say a "static" height from the ground. only downside with that is that they would "ride" the contours of the land below
They already ride the surface of the ground so you can animate ground to air morphing and vice-versa, I have a unit planned to do just this. Just need to do some trial an error to test to see where you need to animate to. In Chasm i had set up bombers that could drop paratroopers and had to animate them falling to the ground. As well as planes death animations were them falling to ground as well. After some trial and error i got the height about right and use it as a reference.
Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 20 March 2011, 04:42:04
I have a unit planned to do just this. Just need to do some trial an error to test to see where you need to animate to. In Chasm i had set up bombers that could drop paratroopers and had to animate them falling to the ground. As well as planes death animations were them falling to ground as well. After some trial and error i got the height about right and use it as a reference.
Yes, I have air units that die and fall to the ground. The height is about 5 squares in blender.
Title: Re: Annex Conquer The World Anounced:
Post by: will on 20 March 2011, 09:16:41
Its about 5 units by default, right?  If the tileset has it adjusted, or there are adjustments for the highest model, or such, it could vary?

Oh for bone-base animations with IK for this stuff.  Or other, simpler ideas?
Title: Re: Annex Conquer The World Anounced:
Post by: -Archmage- on 20 March 2011, 12:13:42
For the sake of death animations I'd like the air unit height not to vary too much, or maybe use some system so that it returns to the default level during the beginning of the death animation as to make it as smooth as possible.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 13 April 2011, 06:14:45
This mod is not dead btw. Im still actively working on it. Just Ive been really sick as of late so i just dont have the energy to spend the time as i use to. There is a change to the tech tree as well as graphical changes including unit re-designs, and more particle fx. So far everything going well, game plays alot faster and looks better, Ai works, and Custom maps. No idea if it works multiplayer since i cannot test my game online (my dell does not go online).

The early beta release will have:

New menu G3D
Both Original Menu and In game GUI elements.
Complete Faction "East Ocean Alliance"
Origininal Tileset "Annex Wasteland"
Original Maps
Working AI
Battle sounds
Original Music

What it wont have:

Faction "Northern Empire"
Support for more than 4 players (due to testing how wll game runs on systems)
Scenarios
Cliffs not utilized yet
Unit Voices
Unit ambiances (ex helicopter roters, jet engines, tank treads, water sounds) As this seems to cause large amount of lag.

 I will have release but it may be on hold till i get better... Lets see how i feel.
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 13 April 2011, 06:21:49
Get well soon! (For your own benefit, not for the mod...)  :thumbup: I've been sick for sometime too...
Sounds great! Everything should also be OK since MG is most likely going to release before next week, so that seems to fit everything.
Hmm...water sounds causes lags? Really?
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 13 April 2011, 18:38:53
This mod is not dead btw. Im still actively working on it. Just Ive been really sick as of late so i just dont have the energy to spend the time as i use to. There is a change to the tech tree as well as graphical changes including unit re-designs, and more particle fx. So far everything going well, game plays alot faster and looks better, Ai works, and Custom maps. No idea if it works multiplayer since i cannot test my game online (my dell does not go online).

The early beta release will have:

New menu G3D
Both Original Menu and In game GUI elements.
Complete Faction "East Ocean Alliance"
Origininal Tileset "Annex Wasteland"
Original Maps
Working AI
Battle sounds
Original Music

What it wont have:

Faction "Northern Empire"
Support for more than 4 players (due to testing how wll game runs on systems)
Scenarios
Cliffs not utilized yet
Unit Voices
Unit ambiances (ex helicopter roters, jet engines, tank treads, water sounds) As this seems to cause large amount of lag.

 I will have release but it may be on hold till i get better... Lets see how i feel.
Get well soon! The screen shots and videos rock, I'm itching to play it!!!!
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 14 April 2011, 16:38:52
This mod is not dead btw. Im still actively working on it. Just Ive been really sick as of late so i just dont have the energy to spend the time as i use to. There is a change to the tech tree as well as graphical changes including unit re-designs, and more particle fx. So far everything going well, game plays alot faster and looks better, Ai works, and Custom maps. No idea if it works multiplayer since i cannot test my game online (my dell does not go online).

The early beta release will have:

New menu G3D
Both Original Menu and In game GUI elements.
Complete Faction "East Ocean Alliance"
Origininal Tileset "Annex Wasteland"
Original Maps
Working AI
Battle sounds
Original Music

What it wont have:

Faction "Northern Empire"
Support for more than 4 players (due to testing how wll game runs on systems)
Scenarios
Cliffs not utilized yet
Unit Voices
Unit ambiances (ex helicopter roters, jet engines, tank treads, water sounds) As this seems to cause large amount of lag.

 I will have release but it may be on hold till i get better... Lets see how i feel.

Here some recent screens. I was experimenting on trying to fake bloom effects. As well as re designed the MRLS and Destroyer.
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_AD_2.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_AD_4.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_AD_1.jpg[/img]

This was done playing around with Fog/ particles/ and brightness levels of textures. Unfortunately all the added particles are taxing on the system. So lower end machines will have to disable them.

Thanks Ultifd/Mr War for your concern! I hope to be well soon.

@Ultifd For me water sounds does cause lag but that may just be my sound card, when i bought my computer i got the lowest end sound card so i can have the best video card I could get. Even so You cant hear the water sounds since they are drowned out by the music. So i removed it anyways, no point having to compute something not heard anyways.
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 14 April 2011, 16:43:16
gorgeous
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 14 April 2011, 21:44:37
Wow, looks AWESOME! I really can't wait for the release!
Quote
@Ultifd For me water sounds does cause lag but that may just be my sound card, when i bought my computer i got the lowest end sound card so i can have the best video card I could get. Even so You cant hear the water sounds since they are drowned out by the music. So i removed it anyways, no point having to compute something not heard anyways.
Oh, I see. Perhaps, but if the music is louder than yeah...
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 15 April 2011, 04:33:41
Thanks! Glad you guys like the changes. It is taxing though so need an good machine. I wish i had one. :P I put these in but cant use em to much...
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 15 April 2011, 04:37:09
Should be OK on a decent comp right? I guess so...though this might be a problem in multiplayer games :P
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 15 April 2011, 04:57:11
Should be OK on a decent comp right? I guess so...though this might be a problem in multiplayer games :P

You can always disable either tilleset particles or unit particles. So shouldn't have an issue. My computer is not the best on the market these days plus all background programs. I think it should be fine. Thats what I hope would be tested in the beta.
Title: Re: Annex Conquer The World Anounced:
Post by: will on 15 April 2011, 05:07:06
What today's computers struggle with, tomorrows will own.

Imagine how demanding the original glest was when it was built?!?

What license had you thought to use?
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 15 April 2011, 05:16:06
What today's computers struggle with, tomorrows will own.
I don't think that applies anymore, usually.  :-X Not for now, I think.
You can always disable either tilleset particles or unit particles. So shouldn't have an issue. My computer is not the best on the market these days plus all background programs. I think it should be fine. Thats what I hope would be tested in the beta.
I know, but why would I do that? Looks so cool...I hope my comp(s) will be OK with it. It's just more of a problem in multiplayer games, as we already have lag from immense amount of units or even network lag.
Title: Re: Annex Conquer The World Anounced:
Post by: will on 15 April 2011, 05:19:41
What today's computers struggle with, tomorrows will own.
I don't think that applies anymore, usually.  :-X Not for now, I think.
Graphics is a very parallel problem.  As GAE/MG/G4 move over to doing more and more VBOs for the graphics, the CPU will be left to do these particles.  It is also possible to move the particles themselves over to the GPU.  So I think what I said still applies.
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 15 April 2011, 05:24:30
Graphics is a very parallel problem.  As GAE/MG/G4 move over to doing more and more VBOs for the graphics, the CPU will be left to do these particles.  It is also possible to move the particles themselves over to the GPU.  So I think what I said still applies.
In that way, it still applies. But then it's still like I said, not for now. Besides, even if those changes were made I still don't think it would help people a lot if they have integrated cards...  :-X
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 15 April 2011, 05:28:42
What today's computers struggle with, tomorrows will own.

Imagine how demanding the original glest was when it was built?!?

What license had you thought to use?

True. Probably go with one of the creative commons license, not totally sure yet.

I know, but why would I do that? Looks so cool...I hope my comp(s) will be OK with it. It's just more of a problem in multiplayer games, as we already have lag from immense amount of units or even network lag.

Well i tried to make particles as efficient as possible. And as of now the official beta release will only have up to 4 player maps, due to the lag that would result from the large scale armies. Currently there is a unit cap of 70 per faction to limit army size. If I i have to disable any particles i usually disable tileset particles, and are fine with just unit particles. Perhaps an in game toggle would be better for multiplayer purposes.
Title: Re: Annex Conquer The World Anounced:
Post by: Hagekura on 15 April 2011, 21:38:55
The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 16 April 2011, 04:19:54
The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.
Really i found it goofy looking, reminded me of a turtle. I felt the tracked version looked more powerful and dangerous. Does anyone else think the 4 legged MRLS looked better?
Title: Re: Annex Conquer The World Anounced:
Post by: Hagekura on 16 April 2011, 12:55:18
The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.
Really i found it goofy looking, reminded me of a turtle. I felt the tracked version looked more powerful and dangerous. Does anyone else think the 4 legged MRLS looked better?
fmn I don't think the old model is goofy looking though, I don't know, my impression could be somewhat biased. you know, japanese are robo-fetish. :O anyway both models looks excellent, you should choose which you like the best at last.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 18 April 2011, 02:01:01
The new screenshots looks fantastic. but Why did you change the MRLS to tracked vehicle? the new MRLS looks still very good, but I miss the old MRLS model with four-legged walking mechanics... coz It was damn cool.
Really i found it goofy looking, reminded me of a turtle. I felt the tracked version looked more powerful and dangerous. Does anyone else think the 4 legged MRLS looked better?
fmn I don't think the old model is goofy looking though, I don't know, my impression could be somewhat biased. you know, japanese are robo-fetish. :O anyway both models looks excellent, you should choose which you like the best at last.

I liked that it was a mech, just wasn't happy with design. Maybe if i have more time i will try to re-design the 4 legged walker. Right now i have some other units which need designing as well (which look terrible, namely my male characters, yea my girls look way better). Did u like the Giant Mech version of the destroyer??
Title: Re: Annex Conquer The World Anounced:
Post by: treba on 21 April 2011, 10:52:32
i really like the look how it is now, with a big mech destroyer and a non-mech mrls. but if you try to redesign it, try to make it less flat, give it longer legs to make it stalk. more like a spider than a turtle :)
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 21 April 2011, 21:58:48
i really like the look how it is now, with a big mech destroyer and a non-mech mrls. but if you try to redesign it, try to make it less flat, give it longer legs to make it stalk. more like a spider than a turtle :)

more like a spider gives me an idea. Ill leave it tracked for now and ill change it after I take care of other things. Thanks!
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 22 April 2011, 04:59:17
If all is ok, Looking to have a beta release on Sunday. In a Zip format. Unfortunately, I can only release a windows version, so if someone could make a linux build that would be great!
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 22 April 2011, 05:35:19
I'm assuming you made no changes to the binary itself, so just copy everything but the executables and distribute in the addons format. Details on how to structure the addons format can be found here: https://docs.megaglest.org/Addons

Please don't distribute as a zip. Pretty much everyone here will prefer 7-zip, as smaller = faster download = better, especially for those of us who get enough grief from their internet already. :-X
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 22 April 2011, 08:26:05
I agree with using 7-Zip, but this is a MegaGlest mod...
Title: Re: Annex Conquer The World Anounced:
Post by: Psychedelic_hands on 22 April 2011, 08:41:47
There isn't really anything thing such as a "MegaGlest mod" because it would work with GAE too. But either way, I'm totally trying this out in MegaGlest multiplayer! I can't wait.  :P

And either way, I'd prefer it in the add-ons format so I DON'T need to download another Glest... Keeping both MG and GAE is already a bad enough.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 22 April 2011, 13:57:23
My apologies in advance but this game would be on its own executable directory (glestuser.ini will be in annex_beta main directory so no overwriting megaglest anything). This game is built to be its own game not built to be run on another game, so it will be released with its own executable. I did not modify binary but i did move things around which will not work in addon format. There are new directories in main directory containing icons sounds and voices each in there own directory, plus dramatic changes to tileset (what each object does) would have issues working on non annex specific maps and vice-versa, even changes to particles in data directory (fire and water), and even changes to the faction colors. Also there are differences with ai between GAE and MG so there may be issues with AI working on GAE or not as i've seen with Imperial Faction. I want everyone using the same version for the least amount of complications and confusion between two engines.  Ill do both 7z and zip version for those too lazy to get an extractor for 7zip  :) (me being one of them, or at least i use to, i have it now).
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 22 April 2011, 18:51:38
There isn't really anything thing such as a "MegaGlest mod" because it would work with GAE too.
Not really, and I thought Ishmaru used some MG specific ini settings anyways. I also think once titi implements some certain things he'll use them too. And then there's the AI as Ishmaru said...

My apologies in advance but this game would be on its own executable directory (glestuser.ini will be in annex_beta main directory so no overwriting megaglest anything). This game is built to be its own game not built to be run on another game, so it will be released with its own executable. I did not modify binary but i did move things around which will not work in addon format. There are new directories in main directory containing icons sounds and voices each in there own directory, plus dramatic changes to tileset (what each object does) would have issues working on non annex specific maps and vice-versa, even changes to particles in data directory (fire and water), and even changes to the faction colors. Also there are differences with ai between GAE and MG so there may be issues with AI working on GAE or not as i've seen with Imperial Faction. I want everyone using the same version for the least amount of complications and confusion between two engines.  Ill do both 7z and zip version for those too lazy to get an extractor for 7zip  :) (me being one of them, or at least i use to, i have it now).
Yes, that's what I thought. I really don't think you need to have a zip version though...You did edit the credits, right?  8)
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 23 April 2011, 00:33:22
@ utlifd pretty much all you said is true. The Zip version is for those who don't want to install anything extra like an unpackker like 7zip, as winrows has built in support for. Zip anyways. I can't test multiplayer myself,  so I hope everyone tries it out for me.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 26 April 2011, 03:32:40
Hey random question, How much difference will having large frames count (20-30) animations over having small frame counts (1-10) on game speed. Will he difference but slight or drastically faster/slower?
Title: Re: Annex Conquer The World Anounced:
Post by: John.d.h on 26 April 2011, 03:41:23
Hey random question, How much difference will having large frames count (20-30) animations over having small frame counts (1-10) on game speed. Will he difference but slight or drastically faster/slower?
It should be very little difference.  The main difference will be in the file size.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 26 April 2011, 04:56:33
Hey random question, How much difference will having large frames count (20-30) animations over having small frame counts (1-10) on game speed. Will he difference but slight or drastically faster/slower?
It should be very little difference.  The main difference will be in the file size.
Ok would the difference still be small if it was 100 unit a (30 frames) and 100 unit b (10 frames)?
Title: Re: Annex Conquer The World Anounced:
Post by: will on 26 April 2011, 05:21:09
Each screen update, the engine is only drawing the interpolation between two frames.  Picking which two frames is not at all computationally expensive.

So lots of frames of animation is not a problem for the rendering speed, and only a consideration for filesize and RAM needed at runtime; textures tend to take a much bigger proportion of memory than vertices, so go add more frames to your animations!

Nobody is going to be upset that annex is a big download, since annex is a quality download and they can see a correlation between quality and quantity, right? :)
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 26 April 2011, 07:47:36
Ok thanks for the info!

Nobody is going to be upset that annex is a big download, since annex is a quality download and they can see a correlation between quality and quantity, right? :)

Thanks! but as it stands as a 7z Annex is about 48mb. thats for 1 faction,1 tileset, and about 10 maps. How does that sound?
Title: Re: Annex Conquer The World Anounced:
Post by: treba on 26 April 2011, 11:20:10
it includes the whole game, right?
man, that's nothing. most people have broadband nowadays.
Title: Re: Annex Conquer The World Anounced:
Post by: Gabbe on 26 April 2011, 12:57:57
some seconds.. omg im gonna die, plz don`t upload[/sarcasm]
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 26 April 2011, 18:25:19
Ok thanks for the info!

Nobody is going to be upset that annex is a big download, since annex is a quality download and they can see a correlation between quality and quantity, right? :)

Thanks! but as it stands as a 7z Annex is about 48mb. thats for 1 faction,1 tileset, and about 10 maps. How does that sound?
Compressed or uncompressed?
Title: Re: Annex Conquer The World Anounced:
Post by: treba on 26 April 2011, 18:35:35
he said 7z.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 26 April 2011, 23:52:17
he said 7z.

Yes about 48mb for a 7 zip compressed folder. its about 64 for a regular zip folder. Maybe be a bit more since im making the cliff textures now with 2 or 3 extra maps but that shouldn't add a whole lot. The problem with the animation size (keyframes) is that many loose detail when shrinking keyframes.
Title: Re: Annex Conquer The World Anounced:
Post by: will on 27 April 2011, 06:10:44
It'd be fun to know how many MB the glest_mod_pack.py (https://github.com/williame/GlestTools) can shave off it, if any.

The bigger problem is not the download - as we said, these aren't poor quality pixels and we know you aren't wasting them - its the GPU texture and vertices footprint of a mod.  As you have your own techtree with just two factions, you cannot get into a situation like you can with megapack where the game has too many factions to load all the textures associated with each on midrange graphics cards.
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 27 April 2011, 22:19:00
So...what happened? It's Wednesday, I thought I missed the big release...
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 28 April 2011, 18:48:35
Sorry im in the trying to make everything perfect stage. But i'm an artist and nothing is ever perfect... I just wana do couple things before release.
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 28 April 2011, 22:49:59
If you really want it to be perfect, then I think you would need to have some other people test it and make sure it's OK, as others usually catch things that you've missed or something like that. hint* hint*  ;)
Title: Re: Annex Conquer The World Anounced:
Post by: Gabbe on 28 April 2011, 22:54:30
Common man! You`ve already wiped 1/10th of the mods off the floor!
Title: Re: Annex Conquer The World Anounced:
Post by: Psychedelic_hands on 29 April 2011, 06:40:15
Common man! You`ve already wiped 1/10th of the mods off the floor!

I think you mean 9/10ths  :O
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 1 May 2011, 03:08:20
Common man! You`ve already wiped 1/10th of the mods off the floor!

I think you mean 9/10ths  :O

If you really want it to be perfect, then I think you would need to have some other people test it and make sure it's OK, as others usually catch things that you've missed or something like that. hint* hint*  ;)

Thanks guys! Its because everyone is really looking forward to it that i have to make sure its of great quality. I want to have the game released so everyone can play. I'm worried if everyone can play so maybe i have to shrink the animations a bit. Game looks great but VERY intensive on your cpu, not sure if its intensive on cpu gpu or ram. Or could it be my computer failing ;P which it is. It will take a while to shrink and re-export animations just to let you know. -_-
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 1 May 2011, 06:38:42
Well, guess f that idea my computer just died :'(, so no more work on Annex... At least until i get a new laptop...  I believe my Hard drives are safe though and what broke is some sort of other hardware failure. Even so i still have a version on drop box updated 2 days ago so i just lost my optimization work mentioned above. But if harddrive is damaged then i could have lost all or at least a big chunk of my working files. -_-  RIP xps M1710... The best computer i've ever owned.
just felt the need to mention, I'm currently in a room with 5 PC's (3 of them laptops) and 1 mac and as of now only my macbook pro still works...

PS SO NO ONE HAVE A HEARTATTACK, I DO HAVE A BACKUP. ;)
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 1 May 2011, 07:01:10
 :'(  >:( Hopefully that hard drive will be OK... Good luck on getting a new laptop, try searching a deals website like slickdeals. You can get a decent/nice one for 400 to 500 bucks,if you don't count the graphics card, usually.
Why do these things happen...it's just like the recent tornadoes and earthquakes...why why why?  :(

That proves to always and always backup! Just store everything in an online backup site...or external hd too.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 1 May 2011, 15:59:01
Well catastrophic hardware Failure is nothing new to me this was my 4 th laptop failure and probally my 10th pc failure. I've been through 3psp 5 phones 3ds (1 was stolen) numerous external hd failures... I think I may emit a magnetic field or emp... :D

As for disasters I donk know to much bad luck in the world?
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 1 May 2011, 17:21:18
:o  :( ...
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 2 May 2011, 00:51:52
so dell bout to make my blood boil bought some enclosures to try to salvage my data from my laptop to find out that dell stuff is slightly different enough that do not work on standard 2.5 enclosures or hd docking station.  FML.
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 2 May 2011, 02:28:21
Well catastrophic hardware Failure is nothing new to me this was my 4 th laptop failure and probally my 10th pc failure. I've been through 3psp 5 phones 3ds (1 was stolen) numerous external hd failures... I think I may emit a magnetic field or emp... :D

As for disasters I donk know to much bad luck in the world?
Maybe you're bad luck? Just kidding :O. Good thing you backed up regularly, though I gotta admit, that's pretty heavy numbers... I lost *one* computer before, and that was because I accidentally managed to reformat the entire drive instead of creating the duel-boot I wanted (bad defaults, bad!)...

I hope this won't delay Annex too much, as it looks and is amazing! :)
Title: Re: Annex Conquer The World Anounced:
Post by: titi on 2 May 2011, 13:19:07
The bigger hardware customers get the more often they decide to not do it the normal way...
I think I remember dell had funny gfx-card slots and memory slots too in the past.
But unusual hd connectors are fun too...

I really hope not too much is lost.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 3 May 2011, 04:16:14
The bigger hardware customers get the more often they decide to not do it the normal way...
I think I remember dell had funny gfx-card slots and memory slots too in the past.
But unusual hd connectors are fun too...

I really hope not too much is lost.

We will see i'm getting mailed an enclosure that does work with my dell hd, so in a few days i will find out if i have my working files or not... But then even if they are ok i still dont have a pc, only a mac and we all know how easy it is to put megaglest on a mac -_- so ill still be unable to do anything...
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 3 May 2011, 04:29:26
Well at least you'll be able to try MG 3.5.1 by then, although it's basically just improvements and bugfixes.
Title: Re: Annex Conquer The World Anounced:
Post by: John.d.h on 3 May 2011, 04:34:23
But then even if they are ok i still dont have a pc, only a mac and we all know how easy it is to put megaglest on a mac -_- so ill still be unable to do anything...
You could get Linux. ;D
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 4 May 2011, 00:44:23
Don't think I will survive with linux. Don't have much dissipline for that.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 9 May 2011, 04:09:43
While I wait to get the part I need to get my data back, and get a new computer, I wanted to talk about what i've been up to lately with Annex.
I drew up new build and unit trees on my mac:

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_structure_tree_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_unit_tree_AD.jpg[/img]

The tech tree is radically different. Instead of relying on tech level upgrades to obtain higher tier units, it now is based on having special structures, a silo and tech lab. The reason I chose to have two instead of just the tech lab (like old C&C games) is that it forces the player to pick a path either anti unit/defensive (tech lab) or anti base/offensive(silo). Its not just as simple as defense vs offense, but its difficult to put into words so you will have to see for yourself. Btw it is possible to have both a tech lab and silo (its actually necessary for your hero/superweapon) but its difficult to obtain till late game. Also the destruction of these facilities means you loose access to the units dependent on them, so sabotage is defiantly a strategy to use here (lab and silo both have relative low hp for there cost for this reason). Also another important change is the addition of a new unit the "Mortar Grunt", cheap and available relatively early in game (just need advanced weapons upgrade) they are your first siege units and are capable of shooting outside the vision range of most units (if another unit scouts for them, much like the MRLS unit). There slow moving "bomb" is ineffective against moving targets so best to force enemies to stay put with a wall of tanks, assuming the your tanks don't kill them first.

I also changed some units roles around:

Aside from being female now, Grunts are no longer just cheap fodder as they were before, now they specialize in reconnaissance and combat support. They can repair ground vehicles, carry C-4 explosives (Giving them a devastating anti structure attack), have a high vision, and walk speed. Their downfall is their weak primary attack.

Rebalanced IFV to be more useful late game as harvester ambushers, and flankers to attack the vulnerable long range units in the back ranks, specialize in hit and run ground attacks.

Made Gunship rockets more effective vs ground vehicles and bomber bombs more effective vs structures.

Minigunners now Spray an area with bullets (they now have splash damage) making a squad of them devastating to infantry hoards.

Workers and harvesters are much more expensive, and take longer to produce, forces players to protect them better.

Hero unit (Falcon) can attack land+air units with her powerful grenade launcher. She will also have c-4 explosives, and ability to create scouts. A tech lab is required to create one (and you can have only 1 at a time), but her nuke attack requires a silo to use. Although she has a little more hp than a guardian she has an extremely high hp Regen rate enough to stand up against even destroyers, however she will succumb easily to overwhelming numbers. She is also the only unit with an elite status.

Strikers (anti air units) now shoot all 8 (technically 4 due to two rockets in g3d) rockets in a single barrage, with a successful hit will destroy any air unit in a single barrage, but a really skilled player can now effectively time and doge their fire.

Also note all infantry has high hp regeneration rate with low hp while vehicles have no hp regeneration, with much higher hp and armor.

Here some infantry re designs:

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/infantry_remakes_v2_AD.jpg[/img]
Wish i could have shown you the mortar grunt but i don't have renders.
Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 9 May 2011, 21:07:31
Looks great.
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 9 May 2011, 21:49:31
amazing as usual
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 10 May 2011, 01:22:04
It's going to be a great day when the beta is released!  ;D
Title: Re: Annex Conquer The World Anounced:
Post by: will on 10 May 2011, 05:32:50
Looks very great.

When are we going to see it for real though?
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 10 May 2011, 18:56:47
It's going to be a great day when the beta is released!  ;D
When are we going to see it for real though?

When i get new or fix my old computer/ retrieve data from my hard drives... + day or two... hopefully... (-_- ' )
Title: Re: Annex Conquer The World Anounced:
Post by: Hagekura on 13 May 2011, 16:49:51
Nice soldier units models. well déformer and looks cute(especially female models). :D It will be well received by japanese.
btw the Destroyer reminds me guntank, I love it. :O
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 14 May 2011, 03:30:14
Nice soldier units models. well déformer and looks cute(especially female models). :D It will be well received by japanese.
btw the Destroyer reminds me guntank, I love it. :O
Glad you like like my infantry models! I improved the males a lot from before but i still think females came out much better, Grunts and Minigunners are my favorite. Destroyers were actually inspired by Guntanks as well as a unit from an RTS called Emperor: Battle For Dune, called the Devastator.
http://dune2k.com/View/Images/Duniverse/Games/Emperor/Units/Harkonnen/H-Devastator-Big.jpg

:D It will be well received by japanese.
Thanks I hope so!
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 14 May 2011, 17:20:07
Hmm... perhaps you should create a wiki page for this?  :)
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 15 May 2011, 18:34:05
I know i've been putting it off. Ill get to that asap!
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 22 May 2011, 19:42:55
http://www.youtube.com/watch?v=DLDZHsuSwTo
Just put up latest video wondering what you guys think of sounds/animations? And to let you know now I do not have voice work yet.  And this song is included as Annex soundtrack.

btw 3D studio max 8 has issues running on windows 7 -_- plus Megaglest overheats my mac so working is limited to xml tweaking, which I'm still doing. I'm going to need a computer with XP soon though.
Title: Re: Annex Conquer The World Anounced:
Post by: claymore on 22 May 2011, 20:38:25
Sounds are cheesy, song is awful... everything else is terrific though, nice job.
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 22 May 2011, 20:49:47
Sounds OK for me.
Title: Re: Annex Conquer The World Anounced:
Post by: John.d.h on 22 May 2011, 20:53:14
The sounds aren't bad in my opinion.  Having any new sounds at all is way more than most Glest mods can claim. :P  The song sounds like it's trying a little too hard to be epic, though.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 22 May 2011, 21:15:35
Sounds are cheesy, song is awful... everything else is terrific though, nice job.
Are the sounds at least tolerable? Or would game be better on mute? :P
What don't you like about the music?

If anyone knows a better source for public domain or CC sounds please tell me. I looked at OpenGameArt.org but didn't find anything that worked for me.

The sounds aren't bad in my opinion.  Having any new sounds at all is way more than most Glest mods can claim. :P  The song sounds like it's trying a little too hard to be epic, though.

Is it the choir at the beginning of the song that makes it trying to hard? I don't care for it either i was planning to either find a way to edit it out or request a version without it. Would that be better?
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 22 May 2011, 21:52:28
btw 3D studio max 8 has issues running on windows 7 -_-
So learn Blender? ;) In all honesty, what issues? Every program I have that runs on XP runs better on 7.

plus Megaglest overheats my mac so working is limited to xml tweaking
Another reason not to like Macs.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 23 May 2011, 01:54:32
btw 3D studio max 8 has issues running on windows 7 -_-
So learn Blender? ;) In all honesty, what issues? Every program I have that runs on XP runs better on 7.

plus Megaglest overheats my mac so working is limited to xml tweaking
Another reason not to like Macs.

Yes i will but i'm gonna stick with 3ds max till annex project is done.  Issue comes from max freezing on startup on windows 7. Im sure there is a workaround somewhere....

Well the mac is fine for what i bought it to do, but i didnt buy it to play glest. I still sucks that it overheats playing all but vanilla glest.
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 23 May 2011, 05:42:57
Sir, the video is awesome and the music goes fine.

Some constructive feedback would be that the MRLS rockets don't quite look rocket like. The flames are excellent but maybe if the rocket themselves were more visible?
Title: Re: Annex Conquer The World Anounced:
Post by: will on 23 May 2011, 06:30:51
the mod is gorgeous - alpha release now please! - and the composition and timing between scene and music is brilliant in the video!

480p doesn't exactly make it easy to critique the rockets, but as they are dark and as the flash has a hard edge they do look like they are flying backwards!

Perhaps put a bit of transparency and more flame on the texture of the flames coming out of the tail of the rockets?

Elsewhere it felt that whilst the laser particles were nicely aligned with the guns, they were appearing beneath them instead of in front.

I've spent hours fiddling with trying to get particles nicely aligned, and I didn't know about the necessity of avoiding whole numbers, so it might be that this is intentional.

Really, this is the absolutely awesome!  When do we get our hands on it?
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 23 May 2011, 08:13:51
Will, projectile g3ds cannot include transparency, team color or animation. This is not a big deal and annex shows that great things are possible with what we have
Title: Re: Annex Conquer The World Anounced:
Post by: will on 23 May 2011, 08:23:01
bummer.  Maybe just have blackened edges to them in the texture then?
Title: Re: Annex Conquer The World Anounced:
Post by: claymore on 23 May 2011, 10:10:21
Ok, let me at least try and be constructive. On second watch the sounds actually aren't thaat bad, but they're lacking in variety a little. I guess because they don't quite match the quality of the visuals I was disappointed. The song I didn't really pay much attention to after the intro, but the choir at the beginning is really "trying too hard to be epic" as John put it. Also, from what I can see there are too many blue projectiles. Some variety in colours would be nice.

That's about all I can find fault with... otherwise, this is the best mod we've ever seen!! Please release an alpha soon. :(
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 24 May 2011, 02:11:13
Hmm...what changes does Chasm need before it's released?
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 24 May 2011, 02:49:43
The rocket fire, laser fire, jet engine fire, and muzzle flash all suffer from the same problem: When i created them on my Xps they looked quite different than they do in the video/latest screens.

 On my Dell XPS laptop and Studio Laptop the flame rendered like this:
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/battle2.jpg[/img]
As you see the muzzle flashes were quite bright and vibrant, and laser fire was perfect matching the laser its self.

Since those two are dead i did recent video/screens on someone else's desktop, and my macbook (when its not frying omelets) and got a much more desaturated, almost greytone, semi-transparrent fx like the screen shot below: (look at infantry in lower left)
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/annex_screen2_AD.jpg[/img]
So this seems to be graphics card related except the studio had an intel built in card, yet still had good muzzle...
any ideas to make them look bright again on most machines?

bummer.  Maybe just have blackened edges to them in the texture then?

i dont think dark edges would look good...

Ok, let me at least try and be constructive. On second watch the sounds actually aren't thaat bad, but they're lacking in variety a little. I guess because they don't quite match the quality of the visuals I was disappointed. The song I didn't really pay much attention to after the intro, but the choir at the beginning is really "trying too hard to be epic" as John put it. Also, from what I can see there are too many blue projectiles. Some variety in colours would be nice.

That's about all I can find fault with... otherwise, this is the best mod we've ever seen!! Please release an alpha soon. :(

Sorry my sound library is quite small, and the sounds you heard are the best i have atm, some i even edited to make the sound better. If anyone knows a good source for sound fx please let me know!
As for the blue particles, so far only eml weapons and sparks during construction are blue. EML weapons are in their own class and have their own strength and weakness so i wanted them to be easily identifiable. Plus makes it look more uniform. Maybe ill see if there is a better color for this.  As for build sparks they originally were white but the monochrome build animation looked lame so i made it blue. I don't think any other color would work here maybe gold like bullet impact particle.
Thanks for critism.

the mod is gorgeous - alpha release now please! - and the composition and timing between scene and music is brilliant in the video!

480p doesn't exactly make it easy to critique the rockets, but as they are dark and as the flash has a hard edge they do look like they are flying backwards!

Perhaps put a bit of transparency and more flame on the texture of the flames coming out of the tail of the rockets?

Elsewhere it felt that whilst the laser particles were nicely aligned with the guns, they were appearing beneath them instead of in front.

I've spent hours fiddling with trying to get particles nicely aligned, and I didn't know about the necessity of avoiding whole numbers, so it might be that this is intentional.

Really, this is the absolutely awesome!  When do we get our hands on it?

They use to be alined i dont know why its different now. I haven't edited any Eml units since February  ill fix them asap. As for release im really not sure sorry for delays,I still have some things that i need o salvage off my xps, and i want to get things right.  Dont want to disappoint anyone!
 

Hmm...what changes does Chasm need before it's released?

To be honest i stopped working a long time ago. I was altering gameplay to be more like glest with smaller battles, and more focus on base growth and expansion, which i like, but ai not responding well to changes at all.  Chasm AI is horrid cpu megas are a joke and its like 300mb (i think) as a standalone mod... Im not gona do anymore graphics stuff to it or epitomizing outside of cleaning useless data, but i need permission to use music (the music is cc-by-sa so do i have to ask for permission?? I plan so) which takes a while and i have to fix the ai somehow.
Title: Re: Annex Conquer The World Anounced:
Post by: John.d.h on 24 May 2011, 19:30:50
the music is cc-by-sa so do i have to ask for permission??
No.  CC-By-SA is your permission.  You already have it.  You would only have to ask if you wanted to use it under different terms than that license.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 25 May 2011, 15:18:03
the music is cc-by-sa so do i have to ask for permission??
No.  CC-By-SA is your permission.  You already have it.  You would only have to ask if you wanted to use it under different terms than that license.
I see, i don't know if i'm ok without asking them first though...

Here is an idea i came up with what about having variations of same faction with different commanders with bonuses to certain units and reductions to other units. Pretty much like the "Advance Wars" (aka Famicom Wars) series. So gives players more customization to play, eg a player who loves tanks could choose the tank commander who would have stronger more armored tanks but very weak infantry or air force. Havent decided what the actual strengths weakness are yet though but thats an example.
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 25 May 2011, 17:31:50
One idea would be to give each 'subfaction' one unique unit also that plays to their strength
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 25 May 2011, 17:38:00
the music is cc-by-sa so do i have to ask for permission??
No.  CC-By-SA is your permission.  You already have it.  You would only have to ask if you wanted to use it under different terms than that license.
I see, i don't know if i'm ok without asking them first though...
I can assure you that if it is CC-BY-SA, you will never have to ask unless you want to, for example, redistribute it under a different license, etc. Otherwise, the entire CC-BY-SA license is worthless. No sense in annoying the copyright holder with unnecessary emails, just be sure to credit them in an AUTHORS text file and you're good.

One idea would be to give each 'subfaction' one unique unit also that plays to their strength
GAE does have subfactions, but last I saw, the AI was totally dysfunction for them.
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 25 May 2011, 21:14:58
we're meaning something different by sub-factions i think man
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 26 May 2011, 04:59:44
the music is cc-by-sa so do i have to ask for permission??
No.  CC-By-SA is your permission.  You already have it.  You would only have to ask if you wanted to use it under different terms than that license.
I see, i don't know if i'm ok without asking them first though...
I can assure you that if it is CC-BY-SA, you will never have to ask unless you want to, for example, redistribute it under a different license, etc. Otherwise, the entire CC-BY-SA license is worthless. No sense in annoying the copyright holder with unnecessary emails, just be sure to credit them in an AUTHORS text file and you're good.

Wouldn't the author have the right to ask that he be notified when someone uses his work?? He is supposed have the right to not let someone use his work if its not in the way he wants.

GAE does have subfactions, but last I saw, the AI was totally dysfunction for them.

Not sub faction like how GAE does it but more like separate faction with same units with different base values / some changes to tech tree.  Its similar to Generals Zero Hour, with USA Laser General, USA Airforce General, USA Superweapon General  they are separate factions but based on same base USA tech tree. The changes in each is more value based other than tree based so changes would be similar to advance wars like i said.

One idea would be to give each 'subfaction' one unique unit also that plays to their strength

Good idea! I have to think of some unique units! =D

Oh I was also thinking of adding a pre-deployed mode, much like the no base mode from red alert 1.  You start with pre-set units based on which sub faction you choose. This would be a separate tech tree. Kinda like adding a new game mode. :)
Title: Re: Annex Conquer The World Anounced:
Post by: John.d.h on 26 May 2011, 05:59:08
Wouldn't the author have the right to ask that he be notified when someone uses his work?? He is supposed have the right to not let someone use his work if its not in the way he wants.
The author retains all moral rights, which means that they have certain acts of recourse if, for example, you used their music in a porno movie or something.  The fact that anyone decides to license their work under CC licenses means that they want you to be able to use their work.  Many people do like to be notified when you're using their work, but it is not an obligation under any CC license.  It's more an act of courtesy than anything.  "Hey, just to let you know, I'm using that track of yours in a game I'm working on." "Oh cool, glad you like it."
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 26 June 2011, 03:29:53
So If you haven't seen on mod db already, I have been experimenting with a new look & feel for Annex, changing it fro a bright, unsaturated, and arid look to a dark, colorful sci-fi look. I've been getting mixed reviews and been wondering what your ideas are:

OLD:
(click to show/hide)

NEW:
(click to show/hide)
(click to show/hide)
(click to show/hide)

Although more earth like, I just felt old color scheme was boring, lots of dull browns and greys. The new scheme looks very un-earth like, but has a nice fitting feel.
Note: Unit Structures haven't been updated yet.

BTW I was going more for an post apocalyptic world, hence darkness.

Thoughts??
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 26 June 2011, 05:22:17
Honest opinion: I preferred the old look. It's very good, but not quite as good, in my opinion.

Constructive Criticism: It looks great, but I'd rather see it on an opposing faction. *wink*
Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 26 June 2011, 05:27:37
Both look good but I have to agree with omega. The new look makes everything look ruined/burned.
Title: Re: Annex Conquer The World Anounced:
Post by: Hagekura on 26 June 2011, 06:14:36
I agree to omega and eliminator.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 26 June 2011, 06:59:02
Burned Ruins was actually what i wanted since day one, Since this takes place in one of the most war torn regions in the world. I just went about it in different ways... Also this faction is suppose to look a bit dingy, They are actually lower technology & economy than Northern Empire (that's why they don't get any mechs or lasers till late game).

Can you guys answer these for me:

-What about the original do you guys prefer?

-Do you not like new camo, tileset, lighting or all 3?

-What could I change to make new version better than original?
Title: Re: Annex Conquer The World Anounced:
Post by: Psychedelic_hands on 26 June 2011, 07:12:34
No offense but new colours are really unappealing. The new camo just doesn't look as quality of a texture as the old one. And some places just look too dark like random blackspots on units.

But Im not againist a darker game, its just not looking as good.
Title: Re: Annex Conquer The World Anounced:
Post by: will on 26 June 2011, 09:43:57
Have you considered using solid colour instead of splodges?

Most of all, I hate giving you encouragement before you've even released something!  We want to play it, not stare at screenshots ;)
Title: Re: Annex Conquer The World Anounced:
Post by: Hagekura on 26 June 2011, 14:06:23
I like new tileset, lightings. but unit textures, especially the tank's texture looks like burned as eliminator pointed out. The stained texture looks kinda extreme. ( I think the mech and bomber's textures are ok. and human textures are cool).
so I recommend you to redo at least the tank's texture.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 26 June 2011, 17:11:47
Perhaps i will just use try old tank texture and hue it to the orange camo the infantry has, unless anyone else has any ideas.

@ will i still have LOTS of fixing before i can release it, unless you really want to play a super CPU/GPU heavy game with bugs in it. :P
Sorry, Ive been avoiding posting updates because i don't want to keep teasing you guys.
Title: Re: Annex Conquer The World Anounced:
Post by: ElimiNator on 27 June 2011, 04:54:44
I like the new tile-set, just not the camo.
Title: Re: Annex Conquer The World Anounced:
Post by: John.d.h on 27 June 2011, 05:51:30
Might I suggest cleaning up the seams on some of your tiles as well as on your tanks?
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 27 June 2011, 13:20:48
Might I suggest cleaning up the seams on some of your tiles as well as on your tanks?
Yeah, at the bottom left of the second image, you can notice the seems are a bit off, but otherwise the tilesets are amazing, as always.
Title: Re: Annex Conquer The World Anounced:
Post by: Mr War on 27 June 2011, 18:05:14
I think it's only the tank where the camo doesn't look so great - on the mech and jet it looks fantastic. Maybe scale it down to be more tiger like, or up to be broader. This is just constructive feedback, overall it looks amazing man.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 21 August 2011, 04:42:30
So whats new??

If you recall my last news post talked about having later tiered units split between two structures, the Tech Lab and Silo. Now the divide is deepen now that those units require specific upgrades from either of those structures. For example before a MRLS needed a Silo to be produced, now requires a Silo and the "Ballistic Weapons" Upgrade. Each of these two structures have four upgrades that are needed to produce units and give various other bonuses to your faction.

Also hero no longer requires both Silo and Tech Lab, but needs either a Silo or Tech Lab, and her special ability will depend on which you own. Silo gives her the Nuke ability, and Tech Lab gives her Satellite Beam attack. If you have both Silo and Tech Lab she will have both abilities, but they share one counter so only one could be used at a time.

Annex: Conquer the World also has a new feature: Ability to customize your single and multi-player battles! In the upcoming beta you will have the ability to choose between 5 modes (tech trees):

Base Battle:
Default gameplay mode. Play with all 3 Tiers including Hero Character. Start with a Refinery and 10 Drone Workers.
(click to show/hide)

Pre - Built:
Same as Base Battle but start with a small functional base with a Refinery, 2 Warehouses, a Barracks, a Factory, 10 Workers and 5 Grunts. Great for those wanting to get into battle quickly!
(click to show/hide)

Tier 1 Only:
Exactly what the name suggests, limits game to only starting units, Which are Refinery, Warehouse, Barracks, Factory, Bunker, Workers, Grunts, Rocket Grunts, and IFVs

Tier 1 & 2 Only:
Exactly what the name suggests, all units as in Tier 1, and includes units requiring the "Advanced Weapons" upgrade, including: Mini Gunners, Mortar Infantry, Harvesters, Battle Tanks, Strikers, Hangar, Scouts, and Gunships, all units requiring a Silo or Tech Lab are disabled.

Infantry Only:
Also fairly self explanatory, Limits gameplay to only combat infantry. However this mode changes tech tree to a new scaled down system, having only 4 Structures: Refinery, Warehouse, Barracks, and Bunker. You can use all infantry from Tier 1-3 as well as your hero, but you must purchase their corresponding upgrade from the Refinery before use.  Both starting resources, and structure durability greatly reduced.
(click to show/hide)

And there will be even more in the future!

Each of these mods will contain the East Ocean Alliance as a playable faction.

Well, I'm done with the major part of my file system restructuring, moving all art, and sound elements to their own respective folders and out of the tech tree folder (which is standard procedure for MegaGlest mods). Since this is a standalone mod I took liberties and changed up the system a bit, which helps in reducing overall game size, and should help speed up performance( I believe ) It also gave me an opportunity to make these new modes using tech trees, while keeping file size down, each added tech tree is a mere 10kb.

Also I gave the player the ability to choose a High or Low detail version of the Annex Tileset.
This turns off 3D grass Fx for those who need added performance.
(click to show/hide)

Whew i'm... outa... breath.....
Other changes are balance changes, bug fixes, and even more optimization.

Anyways ill be leaving for a month long journey to the west, so I'm trying to get a beta out before end of the weekend! Enjoy!

And i want to remind you it is a standalone mod and just a standalone mod, sorry but no addon format for either MG or GAE.

PS sorry but I haven't had time to fix textures like tank and ground. Hope you all forgive me, and Ill get to that when I get back!
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 21 August 2011, 05:36:18
Two comments:
moving all art, and sound elements to their own respective folders and out of the tech tree folder (which is standard procedure for MegaGlest mods).
Wha? Since when?

And i want to remind you it is a standalone mod and just a standalone mod, sorry but no addon format for either MG or GAE.
But... the addon format works *best* for stand alone mods! Please read the wiki page for more understanding. There is not one reason NOT to use it! It makes installation easier for all kinds of mods, being it maps, tilesets, techtrees, or a mixture of, for all engines, GAE, MG, and Glest! There is no reason not to use it. None whatsoever.

https://docs.megaglest.org/Addons
Title: Re: Annex Conquer The World Anounced:
Post by: ultifd on 21 August 2011, 08:37:04
Great! If only this could have been a bit earlier though... :-X

Well, the one reason not to use it is that if it's an addon, the menu has to be the same as MG or GAE right? I'd imagine the G3D that ishmaru made is pretty cool.  As for GAE, I'll just say non-solid makes a noticeable difference in megabytes...

Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 21 August 2011, 11:28:42
Great! If only this could have been a bit earlier though... :-X

What u mean?
Title: Re: Annex Conquer The World Anounced:
Post by: Omega on 21 August 2011, 11:49:24
Great! If only this could have been a bit earlier though... :-X

Well, the one reason not to use it is that if it's an addon, the menu has to be the same as MG or GAE right? I'd imagine the G3D that ishmaru made is pretty cool.  As for GAE, I'll just say non-solid makes a noticeable difference in megabytes...
No, you can still replace the menus models. Just replicate the exact folder structure from the installation directory. Files that appear in a different location in GAE would need a duplicate, but would still work. The MG only files would be ignored by GAE, and vice versa.

As for the filesize, it's not that much, a test with an older version of Military has 26.1 MB solid and 28.7 MB non-solid. Smaller mods will have even less of a difference (you'd see the most impact by solid compression when there is more similar files). Hardly enough to justify compatibility. You'd be surprised just how many players get hit by difficulties when installing mods of any type, and the main cause is that there is no standard to that. Loads of people post "bug reports" here because they had an extra folder when installing the mod, etc. Plus, even loads more would just dismiss the game when they failed and not even bother to post here. Standardization = good.
Title: Re: Annex Conquer The World Anounced:
Post by: Ishmaru on 21 August 2011, 14:42:07
By standalone I mean it complete with its own executable file, and it generates its own appdata folder. Ill be releasing a .7z full version (67mb )and .zip full version (85 mb) (for those who don't want to install another program like 7zip) Just extract/unzip to where you want game (ex: destop, my documents, program files) , then run executable, and have fun! No confusion there, as long as everyone understands it is its own game.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 22 August 2011, 01:40:34
BETA! RELEASED SEE FIRST POST!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Hagekura on 22 August 2011, 07:32:42
Yay finally!
I've played some games and it was fun and stable. :thumbup:
I'm surprised the Infantries are smaller than I've expected, but this is not problem, I'll get used to it.
I'll report some more feedbacks later.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: tomreyn on 22 August 2011, 11:08:28
Congratulations to your beta release, Ishmaru. I was afraid Annex might become another Chasm and, besides its apparently high quality, might never become available for download. I'm glad I was wrong. :)

I did not really get around to try it, yet, since due to the way the download is packaged, it's not that easy to make it work on 64 bit Linux.
I'm also happy to see that you decided to release your work under CC BY-NC-SA 3.0 - based on what I had read before I expected a more proprietary license - so this is great. :)
Please do, however, also take into account the GPLv3 licensing terms of the MegaGlest engine (https://megaglest.org/license.html) when you make releases - i.e., you need make the source code available, too.

Thanks for your many hours of work, I'm looking forward to try Annex.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: titi on 22 August 2011, 11:42:18
 ;D   I must try when I am at home! What version of MG does it use? And can I make a linux version of it?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: weedkiller on 22 August 2011, 11:46:14
Jehaa ;)
the game reminds me of c&c, kknd
music is nice; gameplay is quite fast i will have to adapt to it, that is different from glest but not negative
units are great, i love the tracks animation of the striker..

hm, i dont have any real criticts, will have to play this longer xD
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: tomreyn on 22 August 2011, 12:09:56
I tried it (on Linux) now, and wanted to report back my findings.

The MegaGlest binaries/windows executables included in the game are those built by Softcoder for the MegaGlest 3.5.2 release, so Linux users may download these off sourceforge via the Linux 'binaries' links provided on https://megaglest.org/download.html (https://megaglest.org/download.html).
Unpack the binaries archive, then copy the executables (binaries and start scripts) to the annex directory, create an empty 'lib' directory, optionally delete the windows specific files and finally start the game:
Code: [Select]
cp ~/megaglest3.5.2_i386_64_linux_bin/megaglest{,_configurator,_editor,_g3dviewer} ~/annex_beta_v_1/
cp ~/megaglest3.5.2_i386_64_linux_bin/start_megaglest{,_configurator,_mapeditor,_g3dviewer} ~/annex_beta_v_1/
cd ~/annex_beta_v_1/
mkdir lib
rm 7z.exe annex_stable.exe megaglest_configurator.exe megaglest_editor.exe megaglest_g3dviewer.exe megaglestv3.5.2.dmp OpenAL32.dll uninstall.exe xerces-c_3_0.dll
./start_megaglest

As of now, there's an issue with blank spaces in various filenames, which whould be avoided due to incompatibilities. Linux users will therefore get a spill of error messages like the following by the time they start the game:

Code: [Select]
[2011-08-22 13:25:25] *ERROR* In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/graphics/model.cpp::loadMeshTexture Line: 436] Error v4 model is missing texture [/home/tomreyn/annex_beta_v_1//data/core/menu/main_model/texture_map #19.tga] textureFlags = 1 meshIndex = 0 textureIndex = 0

Due to these 'missing' files the menu doesn't look as nice as it's supposed to.

Some other files are missing (or not found?), too, as starting MegaGlest with the --validate-techtrees option would show. In fact I'm currently unable to play the game due to these errors:
(click to show/hide)

That's a pity, but then this is a 'just' a beta, and it was never intended to be played on Linux. I really would like to test Annex, though. So please let me know if I can help getting Annex to work on Linux, too. :)



Update: The issue which stops the game from working is not the blank spaces but a classic upper / lower case file name / path issue. See my next post below (https://forum.megaglest.org/index.php?topic=6517.msg76667#msg76667) for how to fix it.
 
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 22 August 2011, 13:28:26
Yes sorry guys I have no clue about linux works. So "_" is not allowed in linux? I used those because I thought it was readable. Ok, so ill remove them when I get the chance. I dont know about missing files though since i hadn't had any issues with that on my PC. There was once an issue with megaglest were looking for missing textures due to me using Sinarm's G3D hack, but that was fixed, as far as I know. Im down for a linux version if someone could do it, if I could do something let me know. Ill be away for a month so I cant do a lot but I can try some.

Btw So i did not change the source in any way, its standard 3.5.2 Megaglest, do I still need to post the source code? Could I just link to svn?

Thanks for those who played it! What settings were you guys playing at? Anyone tried multiplayer?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: titi on 22 August 2011, 13:45:49
Ishmaru wait a bit before starting to solve linux issues now. We will tell you what exactly has to be changed.

@tomreyn: try this: https://forum.megaglest.org/index.php?topic=3492.msg19106#msg19106

about the code license: I think a clear statement and a link is ok ( both should be distributed with the game in a readme file or something like this )
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: tomreyn on 22 August 2011, 13:59:56
Alright, using the trick by synasthesan which titi pointed to it works perfectly.

So, in addition to the steps I explained above, to get it working on Linux, you need to also run this from within the Annex directory:
Code: [Select]
find -name "*[A-Z]*" -print0 | xargs -0 -L 1 bash -c 'mv "$0" "$(echo $0 | tr [:upper:] [:lower:])"'
This ensures all filenames which contain upper case letters are changed to all lower case. Then it works, no need to remove the blank spaces or hash/pound characters (though this would still be a good idea for the 1.0 release in my opinion).



Update: Be sure to also change glest.ini as explained by titi below (https://forum.megaglest.org/index.php?topic=6517.msg76680#msg76680).
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: anonymousjim on 22 August 2011, 14:34:42
win7 64bit, mine crashes just before the menu (music starts though)

any idea?

this isn't a megaglest problem, megaglest works fine
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 22 August 2011, 14:48:19
win7 64bit, mine crashes just before the menu (music starts though)

any idea?

this isn't a megaglest problem, megaglest works fine

I'm running win 7 64 bit and it runs fine. Do you get any errors messages? If you want to test try replacing annex menu with megaglest menu and see if it loads.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: anonymousjim on 22 August 2011, 15:24:52
tried replacing the data folder with the MG one, exactly the same only now it plays the glest music instead

no error message just the normal 'has stopped working' thing :/
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: tomreyn on 22 August 2011, 15:42:16
no error message just the normal 'has stopped working' thing :/

See http://faq.megaglest.org/#Windows (http://faq.megaglest.org/#Windows) and http://faq.megaglest.org/#Something_is_wrong.2C_how_can_I_create_a_log_file.3F (http://faq.megaglest.org/#Something_is_wrong.2C_how_can_I_create_a_log_file.3F) on how to get more information on what's going wrong. If you start the game from a command line window (cmd.exe), as explained on the first URL, you may already get enough information on what's wrong. If you don't, enable debug logging as explained on the second URL.



Unrelated to this, I think I found a minor issue while playing: some buildings do not produce units, but define a meeting point - this seems wrong.
I'm also wondering whether this faction may have too many types of units (but this can be just a first impression). This or that way, I definately must also say that I like Annex very much. :)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 22 August 2011, 15:52:55
tried replacing the data folder with the MG one, exactly the same only now it plays the glest music instead

no error message just the normal 'has stopped working' thing :/

Ok don't replace entire data folder as annex has things stored in there that is used. just delete directory and try extracting it again.

2 ideas:

1 check to see if app data is installed, it should be in the appdata/roaming folder as annex_conquer if not you can try editing glest.ini and changing this line:
Code: [Select]
UserData_Root=$APPDATA\annex_conquer\ to
Code: [Select]
UserData_Root=$APPDATA\megaglest\
this will share megaglest settings.

2 try editing glest.ini and changing resolution

technically it should crash immediately if there was an issue, but its the only two issues I can think of.

anyone else with similar issues??

Unrelated to this, I think I found a minor issue while playing: some buildings do not produce units, but define a meeting point - this seems wrong.
I'm also wondering whether this faction may have too many types of units (but this can be just a first impression). This or that way, I definately must also say that I like Annex very much. :)

Glad you like it! The meeting point issue was that I was told victory was recognized as destroying all structures with a meeting point, so I added meeting points to all structures, thus victory is obtained by destroying all structures. This may have changed.
The amount of units will probably be a bit overwhelming for new players, but with some practice you will get used to it. I wanted to give player lots of options, and make battles as varied as possible. :)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: anonymousjim on 22 August 2011, 16:22:27
command prompt just gave me exception code 0x6167654d (that's all it said, and the code doesn't show much on google either :/)
when I activated logging (the glestuser.ini is blank by the way ???) no log file was created either in the annex folder or the appdata annex folder
changing it to use megaglest's appdata does nothing
changing the resolution does nothing

just ran it again now and command promp came up and reffered me to source/main.cpp line 350
anyone have the source code for annex/megaglest and know what might be happening?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 22 August 2011, 18:10:57
been playing it. Love it - it works both in concept and execution. Amazed at the animations, models etc. Might borrow some ideas - call it inspiration. :D

In the longer term still would like to do a port to Sci-Fi pack but no rush. :D

 Pace is quick for idiots like me but I know that's deliberate so not a complaint. 
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wciow on 22 August 2011, 18:17:06
Congrats on releasing this awesome mod  :D

Now I'm just waiting for someone to make a Linux version  :zzz:
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 22 August 2011, 18:42:51
@anonymousjim Sorry jim I really have no idea why it wont load. I try to see if I can try things but today I'm flying to Arizona for a month so I'm not sure when ill have free time.

@mr war I'm glad u think so! How does it run on ur machine?

@wciow I think tomryn and titi posted instructions to make a Linux Version. In the previous posts. Next version will be more linux friendly. Sorry bout that.
Title: Re: Annex: Linux BETA 1 RELEASED!!!
Post by: titi on 22 August 2011, 19:08:50
This is linux 32bit:
http://www.titusgames.de/annex_beta_v_1.tar.lzma
unpack somewhere and start "./start_megaglest"

If you have linux 64bit just replace the lib dir and the binaries.
lib/
megaglest
megaglest_configurator
megaglest_editor
megaglest_g3dviewer

Have fun and report all problems!!

update:
please set this in your glest.ini in the annex installation folder:
LogPath=$HOME/.annex_conquer/
UserData_Root=$HOME/.annex_conquer/
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: tomreyn on 22 August 2011, 21:55:19
Unrelated to this, I think I found a minor issue while playing: some buildings do not produce units, but define a meeting point - this seems wrong.
I'm also wondering whether this faction may have too many types of units (but this can be just a first impression). This or that way, I definately must also say that I like Annex very much. :)

Glad you like it! The meeting point issue was that I was told victory was recognized as destroying all structures with a meeting point, so I added meeting points to all structures, thus victory is obtained by destroying all structures. This may have changed.

In this case you forgot the warehouse since it has no meeting point. I do not know whether the winning condition is still bound to destroying all buildings with a meeting point (but it may well be) - I bet titi knows.

One more issue: the harvesting vans have no team color, they are always red.

The amount of units will probably be a bit overwhelming for new players, but with some practice you will get used to it. I wanted to give player lots of options, and make battles as varied as possible. :)

Yeah I think I'm already starting to get an idea. You need both bi-paddlers (mostly but not only in the beginning) and the large units, and some are much better for distance fights than others, and against air. Looks good. :)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: titi on 22 August 2011, 21:55:42
we played it now in coop vs cpu ultra ( tomreyn and me )and it was tough and fun.
First game we lost in the end, second one was our turn :-D

So far the CPU played quite good. ( more feedback tomorow need to sleep... )

No LAG, perfect gameplay for me!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 22 August 2011, 22:52:10
Yes tomryn has general idea but that's not only option there are a few stradigies :)

Thank you titi for linux version. Ill post it on mod db later I have a flight to catch now so so gotta run
 Glad multiplayer works well. I would like to see how others play it someone mad a vid that'll b cool!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: ElimiNator on 23 August 2011, 05:25:32
Quote
In this case you forgot the warehouse since it has no meeting point. I do not know whether the winning condition is still bound to destroying all buildings with a meeting point (but it may well be) - I bet titi knows.

No actually the winning condition is  bound to destroying all units with be-built skill.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: will on 23 August 2011, 21:04:07
I really enjoy this mod!

It has the Tiberian Sun feel - which is a very positive thing - but has its own unique hectic pace!

Very playable and repeatedly playable!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: claymore on 23 August 2011, 21:38:03
Quote from: titi
If you have linux 64bit just replace the lib dir and the binaries.
lib/
megaglest
megaglest_configurator
megaglest_editor
megaglest_g3dviewer

Replace them with what? :/
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: titi on 23 August 2011, 22:47:18
with the binaries of your 64bit megaglest 3.5.2 install of course!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 24 August 2011, 15:06:18
Has anyone tried PVP multiplayer? Or how bout the different "modes", Whats maps do you guys like/dont like? Anyone have any favorite units, or formations?

Just curious :)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: james876 on 25 August 2011, 01:45:20
Can not produce more soldiers and combat units, why pop is limited to 60?
 How can I build more units? I like the people of the large forces fighting the war as hundreds of people I want to build more troops and combat troops, thank you!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Omega on 25 August 2011, 01:56:40
Population limits were purposely placed by the mod maker, intended so. They can help reduce lag caused by large numbers of units and force the user to use more strategy than just brute forcing with the most units. If you wish to remove them, you can increase the resource supplied in the faction XML, but bear in mind that will break compatibility with online multiplayer. If units have an individual maximum limit as well (an MG unique tag), you can simply remove that XML tag in the unit's XML.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: james876 on 25 August 2011, 01:59:18
How do I cancel the pop limit, I tried to modify xml file, but I have not changed successfully, what should I change the xml file, thank you!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 25 August 2011, 04:46:26
MegaGlest does handle many units at once very well. Population count serves 3 functions, Prevents megaglests lag issues of having too many units at once, force players to be more strategic and agressive, and limit cpu, which would produce more units faster than human players. After many experiments with population caps I concluded that 70 is the best number. Changing this value also breaks a balance as defense structures and harvesters use up more population 3-5 then rest of units which use one. And yes the number is 70 not 60, first 10 used by the initial 10 workers you start with.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 25 August 2011, 06:32:36
No matter how much I play, I will never get bored of the build and die animations and particles

Well done
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: treba on 25 August 2011, 08:17:00
awesome game!
this has a really big potential. next we i will play it with a friend.
but there is a bug in the win version: it still uses the file c:/user/app data/megaglest/glest.log. if you don't have mg installed, you have to create it yourself.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: claymore on 25 August 2011, 12:08:53
I haven't been really been following this thread, so some comments/questions:

It looks good and plays well, great job. Building looks like it should be noisy, but it's silent right now... and there seem to be some other sound effects missing. What remains to be done between now and the final release? Are sounds on the list? Will there be another faction, or just the one?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 25 August 2011, 13:10:17
awesome game!
this has a really big potential. next we i will play it with a friend.
but there is a bug in the win version: it still uses the file c:/user/app data/megaglest/glest.log. if you don't have mg installed, you have to create it yourself.
Strange... Its supposed to use the annex_conquer app data not megaglest, any have ideas as to why?

Glad you guys are liking it! So it sounds like the game is not too graphically intensive?

@claymore yes there are missing sounds, such as build fx and unit voices, there are plans for a alternative faction "Northern Empire", as well as plans for more Techtrees using the features of v3.5.3, more maps, and campaign/story like scenarios, but this would be the last thing developed.

Title: Re: Annex: BETA 1 RELEASED!!!
Post by: titi on 25 August 2011, 20:30:28
Linux version was very mixed up with megaglest data. See here (https://forum.megaglest.org/index.php?topic=6517.msg76680#msg76680) how to fix it.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: titi on 25 August 2011, 23:45:08
ok today we played it in multiplayer 2 vs2. First all was fine, but then things go wrong :/ .

1. the eml defense towers is much too strong! If you turtle with this noone will ever win.

2. The hero is too stable! I killed the main building and I think all other buildings of tomreyn, only his hero was left. And with this he killed me completly, slowly but steady .... ok with 5 RPGs( or more?) its possible to kill him but thats too hard especially if he levels up after some kills! This level up is an absolute no go!

3. I think even the bunker is too stable.
You can build it quite quick and you can build lots of them ....

I think for human vs human there is still some serious balancing needed. Maybe others can comment too? tomreyn? claymore?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wciow on 26 August 2011, 01:32:44
Only played a few games vs AI but I think the game is very well balanced, the pacing of harvesting/expansion is great.

I like the two tier mechanic with very cheap and easy to kill infantry and more expensive vehicles.

The turret thing for competitive play is difficult, if your enemy is turtling behind turrets build aircraft or MRLS.

Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 26 August 2011, 05:29:51
ok today we played it in multiplayer 2 vs2. First all was fine, but then things go wrong :/ .

1. the eml defense towers is much too strong! If you turtle with this noone will ever win.

2. The hero is too stable! I killed the main building and I think all other buildings of tomreyn, only his hero was left. And with this he killed me completly, slowly but steady .... ok with 5 RPGs( or more?) its possible to kill him but thats too hard especially if he levels up after some kills! This level up is an absolute no go!

3. I think even the bunker is too stable.
You can build it quite quick and you can build lots of them ....

I think for human vs human there is still some serious balancing needed. Maybe others can comment too? tomreyn? claymore?

Maybe hero shouldn't have level up. Hero is weak vs large groups, being overwhelmed easily by Guardians/mini gunners especially.

Eml turrets are weak vs infantry numbers and have much less hp than bunkers, which are only strong vs infantry. Both take away your population count by 5  so thats 5 less units per base defense you use.  Structures are weak against MRLS, Mortars, and Bombers. Using armor vs Bunkers, and infantry/ aircraft vs EML turrets. Try dogging laser shots, as well. Dogging is a big part of Annex.

I haven't  gotten a chance to play vs ever so i never got to really test it. :(
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 26 August 2011, 05:41:18
Quote from: Ishmaru
Try dogging laser shots, as well. Dogging is a big part of Annex.

Dogging? Man please tell me that's a typo :o
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: claymore on 26 August 2011, 10:44:21
I don't really echo Titi's concerns since he did attack me on my only well-defended front (on the left side I had nothing :p), without siege units, and the Emi turrets did suck up a lot of my population slots. I think the balancing is pretty good actually, from what little we've played, though I do expect many changes will be needed. Spamming doesn't seem a hugely effectively strategy, which is good.

Anyway, our game was fun in the beginning, but eventually things just fizzled out... tomreyn was low on credit... I had run out of population slots, partly due to my EMI turrets, partly due to my mostly idle harvesters. Here are some of my gameplay concerns:

@Mr War: I'm guessing he means dodging?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: treba on 26 August 2011, 12:31:16
i would agree on the point of expanding. in the moment, there is no point of getting the map control, because the only interesting recources are the ones close to you.
having the opportunity to expand would make you fight more for recources.

Title: Re: Annex: BETA 1 RELEASED!!!
Post by: titi on 26 August 2011, 13:07:40
speaking of ressources, I think each crystal should hold a bit more ressources. The map is cleared too fast.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wciow on 26 August 2011, 14:12:37
I don't think the two-tier format works very well; upgrading to the next tier is virtually the first thing you do.
I like the two tier format but I agree this needs to change. Maybe making the upgrade more expensive or require you to build a silo and tech centre?

Warehouses could be drop-off points, couldn't they?
Agree, it gets congested when 6-8 harvesters are trying to thread their way into the centre of your base!

Ore/Credit depletes without being replaced. So in theory and in practice, it's quite possible to run out and bring the game to a standstill.
I think there should be less resource points with more resource in each point, keeping the game going but encouraging the players to expand and fight for more resources. Currently you simply collect the resource near to your base, then those slightly further out. This tends to lead to a symmetry where you meet the opposition in the middle having both run out of resource.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 27 August 2011, 13:31:24
Admittingly, I never played annex multiplayer beside 1 coop match with a non RTS player, lol i had to tech him basics of movement, and I myself is not a multiplayer rts player so i have no idea how veterans would play this game. It would be nice to see how others pay it and get more of an idea of how game should be balanced.

That being said let me answer some stuff.

Technically I consider annex having 3 tiers T1 Starting units,  T2 Advanced Weapons (tank, mortars, gunships) , T3 Units requiring silo or tech lab (mrls, walkers, harriers, guardians).

Yes advancement to tier 2 is more of a speed thing, Tier 1 is more about reconnaissance, and getting your base up and running. Upgrading to tier 2 after your first factory. Tier 2 is your base gameplay, as you will use these units till end of match, tier 3 are your closers, and heavy hitters, and weapons based on what strategies you want to use.

Claymore is right about the turrets they are powerful but more defensive you get the less military size you get. ANd btw all units take 1 population point EXCEPT Harvesters, Bunkers, and EML Turrets. The more harvesters you have the less your population count could be so don't create a huge amount.

Resource management is different, as i did not want it based on expansion. You start with your refinery, and basic workers which give you a trickle of supplies, until you get Harvesters, which are much better at carrying credits for farther crystal patches. The idea is that instead of you building small bases around crystal patches you have to send harvesters outside your base parameters, leaving them vulnerable to attack. So making it a more of a risk and reward system.

Ps Vs Ai I've only build a maximum of 3-4 harvesters, I was surprised to hear 6-8 being used. Ill get around this my making them size 1. Since they will be size 1 maybe they will be upgradeable from workers.

I want resources to expire fast, but maybe ill increase amount per crystal to 45 or 50 (currently 40)

Strikers are one of the few ground units that could attack air units, doesn't need anymore encouragement than that :) I've been debating the Anti air defense for a while, but with strikers, and harriers there really is no need for them. perhaps anti air units need to be stronger?

As for hero, there are two icons in the refinery because there is no better way to create an "OR" requirement, meaning you need EITHER a tech lab OR a Silo to make Hero. As such one icon is for Tech lab requirement and other is for Silo The different structures also gives you access to different super weapons, eg Silo grants nuke ability, Tech Lab gives you beam attack ability. Speaking of witch, what are your opinions about the superweapons? Are they balanced well?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: claymore on 27 August 2011, 16:22:06
Quote from: Ishmaru
ANd btw all units take 1 population point EXCEPT Harvesters, Bunkers, and EML Turrets. The more harvesters you have the less your population count could be so don't create a huge amount.

Oh, right... I was sure some vehicles took up more, oh well.

Quote
Technically I consider annex having 3 tiers T1 Starting units,  T2 Advanced Weapons (tank, mortars, gunships) , T3 Units requiring silo or tech lab (mrls, walkers, harriers, guardians).

Yes advancement to tier 2 is more of a speed thing, Tier 1 is more about reconnaissance, and getting your base up and running. Upgrading to tier 2 after your first factory. Tier 2 is your base gameplay, as you will use these units till end of match, tier 3 are your closers, and heavy hitters, and weapons based on what strategies you want to use.

I'm not sure how much reconnaissance is likely to happen with workers. :) I suppose you could chuck one or two into the wilderness since you start with so many. Could give a dedicated scout. But in any case, Tier 2 is about the fastest mouse. So fair enough with what you consider to be Tier 3, but I still think Tier 2 is pretty pointless. Though other games do this sort of thing too.

Quote
You start with your refinery, and basic workers which give you a trickle of supplies, until you get Harvesters, which are much better at carrying credits for farther crystal patches. The idea is that instead of you building small bases around crystal patches you have to send harvesters outside your base parameters, leaving them vulnerable to attack. So making it a more of a risk and reward system.

That's all very well... but building base expansions can be risky too, and the lack of drop-off points slows down everyone's gathering at a time when everyone could really do with a boost.

Quote
Strikers are one of the few ground units that could attack air units, doesn't need anymore encouragement than that :) I've been debating the Anti air defense for a while, but with strikers, and harriers there really is no need for them. perhaps anti air units need to be stronger?

What bothers me about strikers is that (to me) there isn't much incentive to create them unless you know for sure that your opponent has air units. I suppose you can leave one or two hanging around your base for air defence, but you're unlikely to want to include them as part of an attack force... until your whole army gets obliterated by a single Gunship.

Quote
As for hero, there are two icons in the refinery because there is no better way to create an "OR" requirement, meaning you need EITHER a tech lab OR a Silo to make Hero. As such one icon is for Tech lab requirement and other is for Silo The different structures also gives you access to different super weapons, eg Silo grants nuke ability, Tech Lab gives you beam attack ability. Speaking of witch, what are your opinions about the superweapons? Are they balanced well?

Oh, I see. It just looks odd. That's not a bad idea actually, having each building grant him a different superweapon. Haven't seen the superweapons in action enough to be able to say how balanced they are, unfortunately. Seems okay so far...
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 28 August 2011, 18:24:17
I'm not sure how much reconnaissance is likely to happen with workers. :) I suppose you could chuck one or two into the wilderness since you start with so many. Could give a dedicated scout. But in any case, Tier 2 is about the fastest mouse. So fair enough with what you consider to be Tier 3, but I still think Tier 2 is pretty pointless. Though other games do this sort of thing too.

Grunts have high vision + Ifv high speed = reconnaissance. Plan to move scout drones back to being produced at barracks instead of hangar as its useless by tier 2.

Quote
That's all very well... but building base expansions can be risky too, and the lack of drop-off points slows down everyone's gathering at a time when everyone could really do with a boost.

I plan on redesigning harvesters so they will be size 1 to reduce overcrowding issue. Not big on base expansion idea as i wanted to escape that mechanic completely.

Quote
What bothers me about strikers is that (to me) there isn't much incentive to create them unless you know for sure that your opponent has air units. I suppose you can leave one or two hanging around your base for air defence, but you're unlikely to want to include them as part of an attack force... until your whole army gets obliterated by a single Gunship.

I'm ging to strengthen anti air, but leave their usefulness up to you, if your opponent don't make any air don't make anti air, just know that you are extremely vulnerable. I personally make either 3 strikers or 2 harriers and have them as their own control group. leave them far behind main force, and call them in when im attacked by air units.  Rocket grunts and gunships are only units capable of attacking both ground and air.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: SnEptUne on 4 September 2011, 23:06:50
Linux version was very mixed up with megaglest data. See here (https://forum.megaglest.org/index.php?topic=6517.msg76680#msg76680) how to fix it.

I have fixed the filename and moved some files to create a faction-only version for a Linux for megaglest.  This makes it easier to install as an Addon.

Code: [Select]
http://www.mediafire.com/file/qdd87d27t57c2dw/annex_beta1.7z
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 7 September 2011, 01:13:16
Linux version was very mixed up with megaglest data. See here (https://forum.megaglest.org/index.php?topic=6517.msg76680#msg76680) how to fix it.

I have fixed the filename and moved some files to create a faction-only version for a Linux for megaglest.  This makes it easier to install as an Addon.

Code: [Select]
http://www.mediafire.com/file/qdd87d27t57c2dw/annex_beta1.7z

What needed to be changed for a Linux Version? (i have no idea)

I still plan on releasing as standalone, but want to make sure cross platform will be possible.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: softcoder on 7 September 2011, 02:11:17
You should be able to extract his 7z into a temp folder and use the open source tool winmerge to show the differences
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: titi on 7 September 2011, 08:02:39
the secret is: don't use any upcase letters in filenames for linux! The problem is that for examples in g3ds soem textures are referensed like this:

->texture.png

but in the filesystem the texture is called:

TextTure.png

This will fail on linux because Linux is case sensitive. It works in windows because for windows  "TextTure.png" and "texture.png" is the same...
What I did was to rename all files to downcase letters. This made it work.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 9 September 2011, 22:23:02
Thanks ill check what titi linux version did.

Aside has anyone tried the other techtrees included?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: anonymousjim on 11 September 2011, 17:50:15
dang, I'm really wishing I could play this!  I've tried pretty much everything, it just still won't work  :(
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: ultifd on 11 September 2011, 18:07:14
dang, I'm really wishing I could play this!  I've tried pretty much everything, it just still won't work  :(
What's the problem?  :-X
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: anonymousjim on 11 September 2011, 18:12:51
shows the splash stuff but as soon as the menu music starts (before the menu appears) it crashes without explanation.  Logging does nothing nor does re-installing or changing the menu g3d.  All the assets seem to be in order, it just doesn't work.  Weirder still, megaglest works fine
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Omega on 11 September 2011, 18:26:01
Perhaps try and copy just the tilesets and faction onto an existing MegaGlest installation, and see if that works.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: tomreyn on 15 September 2011, 10:10:39
When you say "logging does nothing", did you enable debug logging (http://wiki.megaglest.org/FAQ#Something_is_wrong.2C_how_can_I_create_a_log_file.3F) in your glestuser.ini, using the DebugMode=True option (http://wiki.megaglest.org/INI)? Also, did you run the game from a 'cmd.exe' prompt (http://wiki.megaglest.org/FAQ#Windows) window (on Windows) / from a terminal window (http://wiki.megaglest.org/FAQ#Linux) (on Linux/FreeBSD)?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: titi on 16 September 2011, 11:07:05
anonymousjim which operating system ? (windows?)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 24 September 2011, 19:41:46
For those interested Annex has a facebook page.

https://www.facebook.com/pages/Annex-Conquer-the-World/214259651970571?sk=wall
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: SnEptUne on 8 October 2011, 18:43:58
Here's a minimal package with only the base_battle techtree.  This version can be ran from megaglest, it will not have annex's full customization of course.

To install, simply unzip the content into the factions/techs folder.  (~/.megaglest/techs on linux)

Code: [Select]
http://www.mediafire.com/?4wwu6x946tgl0x6
Title: Re: Annex: BETA 1 RELEASED!!! Not dead either!
Post by: Ishmaru on 10 November 2011, 05:58:08
Hi sorry for lack of updates... Don't have any free time these days :(

Still there is some work being done, Mainly fixing balance issues from playing multiplayer.

Some Balance/aesthetic changes,

15 More Credits Per Crystal (now last lobger)
Population cap increased to 80 (per faction)
Hero Resistance reduced
Removed Meeting point to non producing structures.
Scout Drones now available from barracks in tier 1
Population penalty for Harvesters and Defense structures Increased to 5
Bunkers do more damage.
Reduced repair speed for grunts
Workers no longer repair vehicles
Factories auto repair ground vehicles near them
Hangars auto repair air vehicles near + above them
Icons appear above units during certain actions such as repairing, building, placing explosives, and using super weapons
New "Mobile Refinery" Unit allowing for easy harvesting far away from base. Only 1 allowed at a time.
Vehicles now rotate with ground
Stages are more 3D, more dramatic height differences
New Semi-Transparent Hud :)

Video of Mobile Refinery, Auto Repair, and Action Icons:
http://www.youtube.com/watch?v=F2-3a6HyK6o

In the works / testing
New tilesets- "Toxic High" and "Toxic Low"
Variation factions based on "Alliance" faction. Same units but with their own strengths and weakness. Similar to "Advance Wars" or Field Commander (PSP)
Concept of Rival Faction "The Northern Empire", A High Tech Race, with powerful mechanized infantry.

I having a hard time dealing with missing data due to the loss of my old computer many months ago, much of the data lost was for Chasm, which isn't in any better shape than it was a year ago but from what i still have i did a little video to show what game was like:
http://www.youtube.com/watch?v=J5K3kqfr7GM
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: will on 10 November 2011, 06:31:35
absolutely, staggeringly, beautiful :)

excellent resume portfolio also

makes me wonder how the engine might better sport grass and such, so that close up units actually seem to be in contact with the ground...
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Hagekura on 10 November 2011, 08:25:45
The Action Icons looks very nice. :thumbup:
Autorepairs units near the facilities Idea sounds very good, it's logical and convenient.
The mobile refinery's design is great, as always.

Judging from the Video, chasm was less futuristic than Annex and was close to modern-day combat? I feel sorry for you crashed the datas.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: ElimiNator on 10 November 2011, 16:55:04
I saw that the tank tracks are moving, did you animate each piece and slowly make it go around?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 10 November 2011, 20:35:03
I love playing the beta of this mod, it has great models, consistent art style, very playable.

Chasm looked really amazing too, such a shame.

Re tank tracks, imperial and industarons have moving tracks but these look smoother.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wyvern on 11 November 2011, 16:43:48
Its really saddening that you lost so much for chasm mod, it reminded me of early WW2 in the Winter war
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 11 November 2011, 17:30:34
Snap! That's exactly the atmosphere I got as well.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 11 November 2011, 22:19:45
Thanks, Glad it seems everyone likes the new changes :) This should improve the multiplyer experience.

Pretty much I lost my working data folder, ex my .max + .psd files, all I have is the semi broken version in which I used to make this video.

And Yes chasm was a World War 2 like experience, with some vehicles inspired, though bit cartoonified, from real weapons in ww1 - end of ww2, including Panther Tank, Me 262, FT17, and M3 Halftrack.

Tracks are individually animated, by attaching them to a spline/path. In the same way as MRLS, and Battle Tank from Annex.

Also to answer Will: the units appearing to be off the ground is because i modeled them a bit off the ground on purpose, as for versions earlier than 3.5.3, "rotated climb" didn't work so I raised units off ground so that their treads did not go below the ground.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wyvern on 12 November 2011, 23:43:25
I just noticed something, at one point in the clip, one of the tanks driving by teh base turns its turret, how did you get it to do this?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 13 November 2011, 01:58:07
I just noticed something, at one point in the clip, one of the tanks driving by teh base turns its turret, how did you get it to do this?
Oh that's just part of its idle animation. There is no way to actually rotate a turret :P



After playing Enemies and Allies Mod learned that particles now have start / stop times added to them, which Eliminator used to create muzzle flashes. Since i had muzzle flashes in the model themselves i wanted to use particles to give a light effect around muzzle flash. I did this to test how it would look. I like it!
http://www.youtube.com/watch?v=Qpc79rh27SY

So far new particles only cause slightly less frame rate than before, and can be turned off for lower end machines.
Have some issues doing rocket flares though... >_<
Multiple particle Projectiles doesn't seem to be working anymore, Though not really sure if it even was fully working before...

Oh and this is the "Toxic" tileset whose lighting is green.

Edit by Omega: Merged double post
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Hagekura on 13 November 2011, 06:29:20
Yeah what a big feature we have missed, don't you think?
With the new particle muzzle flashes, your mod looks more fantastic! :thumbup:
I've also tested the particle start-time and end-time feature. I can't upload videos but I will upload screenshot of mine later.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 13 November 2011, 06:56:45
Thanks man!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Coldfusionstorm on 13 November 2011, 12:06:13
TL:DR Liked it, Ingame Music was horrible tho Along with some other issues.

I could do a review but instead im just going to say my opion

+ things
tank tracks! Looks very good(could use some improvement to make them perfect)
Particles for building construction,(Primitive but they add to the imagination factor).
Loads fast (at least on my PC, i do have the game installed on my SSD so).
Menu Music is good (but gets a little borring in the long run)

- Things
TARGETING, The targeting makes micromanaging units so difficult and i lost alot of units on that account.
Ingame music is plain horrible, it does not fit anything but the tempo that suggests a battle, otherwise the music is too harsh, and you are in the long run better of with turning it off

Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wyvern on 13 November 2011, 18:45:56
I just played 3 games and found several things that took away from the fact that your mod is awesome. Gameplay, models and everything along those lines was fantastic, however, the AI really doesn't use much later tech, the highest equipment the Mega CPU used was gunships, tanks, and flak rockets, otherwise, everyone spammed infantry and the IFV's. This means that a lot of the awesome late game things like the EML robot, bombers and Harriers went completely unused. Another thing I didn't like was that defences take from your population amount, its understandable but it means that you can never have a medium between offensive and defensive strength, since you don't have the population to do both. Otherwise, I discovered that the gunships are extremely devastating to everything, especially infantry, provided that they don't run into other gunships and rockets. The Harrier is near useless against AI since they barely build aircraft. I only built the bomber once and it was cool, but never did anything because I won before it got into teh fight. The secondary attacks are really cool and probably awesome in MP play but teh AI doesn't use them. Other then this, I loved your mod and there is nothing that is a major fault with the game, most of the problems are from teh Glest AI. Keep up the good work :thumbup: :thumbup: :thumbup: :thumbup: :)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 13 November 2011, 19:30:40
Ingame music is plain horrible, it does not fit anything but the tempo that suggests a battle, otherwise the music is too harsh, and you are in the long run better of with turning it off

I thought they went well with Annex, Whats the general opinion about music?

I just played 3 games and found several things that took away from the fact that your mod is awesome. Gameplay, models and everything along those lines was fantastic, however, the AI really doesn't use much later tech, the highest equipment the Mega CPU used was gunships, tanks, and flak rockets, otherwise, everyone spammed infantry and the IFV's. This means that a lot of the awesome late game things like the EML robot, bombers and Harriers went completely unused. Another thing I didn't like was that defences take from your population amount, its understandable but it means that you can never have a medium between offensive and defensive strength, since you don't have the population to do both. Otherwise, I discovered that the gunships are extremely devastating to everything, especially infantry, provided that they don't run into other gunships and rockets. The Harrier is near useless against AI since they barely build aircraft. I only built the bomber once and it was cool, but never did anything because I won before it got into teh fight. The secondary attacks are really cool and probably awesome in MP play but teh AI doesn't use them. Other then this, I loved your mod and there is nothing that is a major fault with the game, most of the problems are from teh Glest AI. Keep up the good work :thumbup: :thumbup: :thumbup: :thumbup: :)

Yes the AI has all sorts of issues. The Ai have on occasion surprised me and have built Eml Walkers and Mrls, but it is very rare and they produce them long after I have my own, and I probably already won by then :P I dont know what to do as changing stuff would break the balance, I think their is a way to give unit priorities to the Ai so maybe now we could have ai with full use of its tech tree.

As for Turrets, I currently have Population cap at 80 which is ten higher than before so maybe with those extra 10 you could use for defense? As Titi stated once that turrets are very strong so I don't want players gong into turtle mode without any penalty? I tend to go all out offense in all RTS I play :P

Yea im thinking of making harriers and bombers build faster, to promote their use more.

Thanks for the feedback. :)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wyvern on 13 November 2011, 19:34:21
About the music, I think its perfectly fine and fitting for your theme.
The population complaint is probably because I like a defensive strategy with hit and run raids from my main base, which reminds me, can you make it possible for units to level up after a certain number of kills, currently it only affects the falcon which is kinda saddening
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 13 November 2011, 20:28:51
Re the AI not building advanced units. Not perfect solutions but i use 3 tricks which help:
A) put a build limit, like 3, on the barracks type production facilities so that it doesn't just spam the most basic production facilities
B) don't have too many production building types
C) put max unit counts on basic units so that they cannot spam too many and they switch production queue to other units
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 13 November 2011, 20:41:34
The population complaint is probably because I like a defensive strategy with hit and run raids from my main base, which reminds me, can you make it possible for units to level up after a certain number of kills, currently it only affects the falcon which is kinda saddening

Unfortunately, she doesn't have a level up anymore either :(

The issue with level ups are that they raise hp and ep and vision range, hp and vision is fine but ep causes a big problem. Many units such as Eml Walkers, tanks, Mrls, or any weapon thats not a machine gun, use Ep as a cooldown timer. For example Tanks have a max of 4 ep and requiring tank to regen 4 ep to fire again. If the tank levels up it will get some bonus ep, i think its 2 so now tank has a max ep of 6. This causes the tank to take its first two shots in rapid fire then go back to its normal firing rate, which is really strange.

Ill be happy to add level ups again,for all units, if megaglest creates its own or adopts GAE ability to define the boosts per level.

You like to know that bombers are specifically designed for this gameplay. Their fast, drop their bombs very quickly, they do have long reload rates so its a good idea to withdraw them during this time, as they are vulnerable. a squad of 4 are Perfect for quick hit and run attacks on factories, silo, techlab. you might enjoy them :)

I kinda want to see everyone's strategies when playing Annex, either like a video or observing a match, as im not as good an rts player :O 

Re the AI not building advanced units. Not perfect solutions but i use 3 tricks which help:
A) put a build limit, like 3, on the barracks type production facilities so that it doesn't just spam the most basic production facilities
B) don't have too many production building types
C) put max unit counts on basic units so that they cannot spam too many and they switch production queue to other units
A) the current limit is 5 on all production buildings don't want to limit players too much. But 3 may be a good number, though i haven't seen Ai build more than 3 anyways.
B)There is only 3 Hangar, Barracks, Factory Pretty standard RTS format, Ill think about Merging Factory and Hangar
C)Tried this once but this limits choices to player as well. What if player wanted to build 70 grunts and go for an all out C-4 Bomb  suicide mission on enemy base? :scientist: Just want to leave player with as much options as possible.

Thanks for the ideas Mr War!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wyvern on 13 November 2011, 23:09:31
But higher EP could be used to show the fact that the crew is now more experienced in getting as many shots as possible off in the beginning of the engagement, or that they place more ammo in their turret, etc. I was kinda angry when I had an unharmed Heli with 42 kills hovering un upgraded, it would also be nice if you added HP regen to air units, since they're kinda unrepairable as far as I know.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 14 November 2011, 00:21:13
But higher EP could be used to show the fact that the crew is now more experienced in getting as many shots as possible off in the beginning of the engagement, or that they place more ammo in their turret, etc. I was kinda angry when I had an unharmed Heli with 42 kills hovering un upgraded, it would also be nice if you added HP regen to air units, since they're kinda unrepairable as far as I know.

For early units its not a bad idea, but for later units the effect could be very op. imagine a Destroyer, or MRLS unit being able to fire twice. The hero character is near unstoppable with just 1 level upgrade in beta 1! I want to edit what gets upgrade to just hp and attack damage. If i were to do level up as is now it will have to be rare to prevent units from being op, like a standard grunt needs 15 kills (its hard to keep em alive past 10 lol) etc.

As for air units thanks to version 3.5.3, and its attack boosts, I made air units auto repair when over the hangar, like i showed here:
http://youtu.be/F2-3a6HyK6o?t=1m1s
in beta 1 their is no way to heal air units...

Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wyvern on 14 November 2011, 00:49:40
Oh cool, its just that I'll have to wait for a linux update then, I didn't know megaglest allowed such things, I know Omega had some sort of different upgrade system in military back in the day, that didn't affect certain characteristics and worked on multiplying certain stats by 1.2 for example, so 1000 HP would go to 1200hp
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Omega on 14 November 2011, 02:39:33
I know Omega had some sort of different upgrade system in military back in the day, that didn't affect certain characteristics and worked on multiplying certain stats by 1.2 for example, so 1000 HP would go to 1200hp
That would be GAE's custom leveling feature (https://docs.megaglest.org/GAE/Custom_levels). Basically, you tell the engine which stats to raise on each level, either static modifiers (eg, +100 HP) or multipliers (eg, 1.5x HP = 50% more health).
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 14 November 2011, 03:54:17
I know Omega had some sort of different upgrade system in military back in the day, that didn't affect certain characteristics and worked on multiplying certain stats by 1.2 for example, so 1000 HP would go to 1200hp
That would be GAE's custom leveling feature (https://docs.megaglest.org/GAE/Custom_levels). Basically, you tell the engine which stats to raise on each level, either static modifiers (eg, +100 HP) or multipliers (eg, 1.5x HP = 50% more health).
Yes something like that would be great!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Coldfusionstorm on 14 November 2011, 06:14:56
I can see why the soundtrack was chosen but its still my opionion that its way too hard on the ears(the ingame music). Its like being at a metal consert. And i do have a broad spectre of music i like raging from industrial/linken park to classical music.

Id like if people commmented on this too, so far only one other commented.a And i do belive it subtracts from the otherall value of Annex.

Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wyvern on 14 November 2011, 15:34:19
You should consider making this mod GAE friendly too :)
This is another example of why MG and GAE should merge *hint* *hint*
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 15 November 2011, 03:36:49
You should consider making this mod GAE friendly too :)
This is another example of why MG and GAE should merge *hint* *hint*

Do you mean make a separate version use GAE features? I have nothing against GAE but I'm not planning on making two alternate versions of Annex, at least as of now...

@coldfusionstorm:  Made new poll

Everyone: please vote on Annex Music!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: wyvern on 15 November 2011, 03:57:16
Yeah, it was more along the lines of making a second version, I'll be honest though, I don't play any GAE other then military
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Coldfusionstorm on 15 November 2011, 09:33:42
12 pages and only4 votes?, Come on people VOTE what you like!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Hagekura on 15 November 2011, 10:16:03
I think annex's musics are fine and fit with the game, but every music sounds annoying if it repeated over and over again. I wish megaglest will supports multiple music tracks like GAE does.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Coldfusionstorm on 15 November 2011, 10:47:43
well, So far it looks like i have to use the mute :S
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: treba on 15 November 2011, 16:49:38
it would be nice to have different tracks. if the engine allows only one, you could merge multiple tracks into one.

@ishmaru: will you release your beta2 when 3.5.3 (or 3.6?) is out? if so, i will change my headless server(engineer) to host annex games.
 i think it's a little bit complicated to host both, annex and the megapack, on the same mashine as annex uses special maps which would create confusion if someone was to use them with a standard tileset
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 15 November 2011, 19:09:43
it would be nice to have different tracks. if the engine allows only one, you could merge multiple tracks into one.

@ishmaru: will you release your beta2 when 3.5.3 (or 3.6?) is out? if so, i will change my headless server(engineer) to host annex games.
 i think it's a little bit complicated to host both, annex and the megapack, on the same mashine as annex uses special maps which would create confusion if someone was to use them with a standard tileset

The aliance soundtrack is made out of 3 different songs.

Yes the goal is to release around next stable megaglest release. But that's if all is ready by then.
I do apreciate the offer, having annex have a separate server would be useful, though I don't know if enough people plays annex multiplayer regularly.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: treba on 15 November 2011, 19:33:35
there are more servers than needed anyways in the moment.
and the goal is actually to make more people play it. i think in the stable version, the ftp download will be enabled again so people can just join with their normal megaglest, download the mod and start :)

maybe you should get annex into the mod section then?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 15 November 2011, 19:48:09
Thing is annex is not just a techtree but an entire new game with its own maps tileset sounds particles settings and menu. I replaced nearly everything from buttons on menu to sound fx like alert sound. I plan to if time allows to have its own intro as well. Annex is more taxing due to particles and its nature. To counter this I had annex have its own settings separate from mg.
So this can't work in mods menu at least the way it is now.  And letting people ftp might cause changes to megaglest. So yea there's a few reasons this wont work...
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: tomreyn on 20 November 2011, 00:07:29
It's now possible to have the data/ directory structure below UserData_Root and use this to overwrite original game content. But really that's more for testing things than for total conversions. If you want more, it would be good to file a feature request (unless you already did and i forgot, which s well possible), so that there can be a discussion on whether and how to do it.

People do play the Annex beta 1 as a techtree (using the complete MegaGlest game) these days, but this can cause problems when data gets mixed up by FTP transfers indeed. If, for now, or generally, the plan for Annex is to have it's own release of the full game for all supported platforms, based on MegaGlest releases or your own, then that's totally possible (though it does involve some repackaging work, some of which can be automated, and also some maintenance work). If that's the plan then it would be good to use a separate masterserver so that the issues discussed above will occur. We can offer to host your master server on megaglest.org if you wish so - all you really need is a shared web host with PHP5 and a MySQL backend, though.

I know it's not an easy decision to make. I don't know what I would do when I was in your situation, I assume it's a matter of personal preference, and of how much time you intend to spend (a separate project surely eats more time). Luckily you can always switch.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Coldfusionstorm on 20 November 2011, 12:20:57
Packing 2 tech trees one for MG distro and one For Annex fx is not hard or time taking, only you have to upload two times and not one, and the MG techtree would not have all the exstra menu and intro sound. So one complete upload and one axed upload.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 21 November 2011, 03:16:38
@ tomreyn, Your entirely right I was thinking about this for a while now. Ideally, I would like to have a standalone version and a version downloadable, through megaglest. Though it would be a big download. Not sure if that will cause multiplayer issues between mg version and standalone, not to mention licensing issues. Ideas like a simplified (1 tech: Base Battle only) version, or special scenario version passed my mind as well. But then it would have the same issues as having a different GAE version, having two players wanting to play multiplayer but having two incompatible versions of game. :( I have zero skill in anything web related, especially setting up my own server, and not having the hardware either.  Its a hard decision, and I'm going to need some time to think about it... Thanks for heads up!

@Coldfusionstorm, Not as simple as that. I'm not sure which version of Annex you played, but in the version I released (on mod db) has many different Tech Trees (used for game modes), its own Tileset and Maps (neither are compatible with MG maps & Tilesets, and techs themselves not compatible with mg maps)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Coldfusionstorm on 21 November 2011, 09:26:46
yes and no.

This is because you have such a odd folder stucture i guess it makes sense since you link alot of the same units (across game modes) to the data folders in the root folder

But wouldnt it then just help haveing a exstra tech tree as annex_base wich holds all game data?

But for now youre right,
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 28 November 2011, 01:40:03
Btw, are their any maps (MG) that they would like to see in Annex?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Coldfusionstorm on 28 November 2011, 11:22:05
Btw, are their any maps (MG) that they would like to see in Annex?

Gramma nazi inc.

Btw,are there any maps (MG) people would like to see in Annex
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 28 November 2011, 17:10:38

Btw,are there any maps (MG) people would like to see in Annex
sorry to be pedantic, but there should be a question mark at the end of your correction attempt :p
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 29 November 2011, 15:39:39
 :| ... So... Do you guys want MG maps? If so, which maps?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: treba on 30 November 2011, 17:26:51
im not really sure....would you rework them so they fit better into annex?
if so, what about conflict?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 1 December 2011, 05:22:27
im not really sure....would you rework them so they fit better into annex?
if so, what about conflict?

Yes they will be reworked to fit, compatibility with annex tilesets, more space for bases, more room for larger armies, and more resources.

Yes I will add conflict to annex, I'm making the single land bridge, larger as it is too small for annex games, and a small bridge in the north and south too. Actually I'm making two versions of conflict, a 1v1 and a 2v2. Any other maps?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Hagekura on 1 December 2011, 06:59:28
I want 4hills8kings to be in Annex! because I often play this map in megaglest.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 1 December 2011, 13:25:45
I redone how defense structures work:

3 defense structures: Gun Turret (replaces bunker/anti infantry), Rocket Turret (anti vehicle/anti air) and EML Turret (heavy long range anti vehicle)

Population penalty reduced to 1 per defense structure (was 3 in beta 1). You can place lots of turrets now, however they are more vulnerable than before, especially vs siege units.

http://www.youtube.com/watch?v=yOFKqoATpTo

I want 4hills8kings to be in Annex! because I often play this map in megaglest.

I could do that, would it be an issue if its only 4 players? Since Annex is much more resource heavy than MG so I try to keep the player count to a max 4.

Any more good MG maps?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: ElimiNator on 1 December 2011, 17:00:08
I must say the ground textures kind of clash in that tile-set.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Coldfusionstorm on 1 December 2011, 19:27:46
why the **** would you artificially limit players??
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 1 December 2011, 19:30:33
Man that vid is beautiful. The muzzle flashes are great
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 1 December 2011, 19:54:17
Thank you!

I must say the ground textures kind of clash in that tile-set.

Yea its tough trying to be able to have multiple biomes with only 5 surfaces to choose from.

why the **** would you artificially limit players??

Like I said limited them because Annex is more taxing on the system than MG.

Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Coldfusionstorm on 1 December 2011, 21:42:12
......Well, i wouldnt, altho i see why and what you are trying to acomplish
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Omega on 2 December 2011, 01:55:01
why the **** would you artificially limit players??

Like I said limited them because Annex is more taxing on the system than MG.
Hmm, why not have an eight player map, but have the player setup so it's easily compatible with four players? So in a 2v2v2v2 map, generally it'd be player 1 and 2 against 3 and 4 and so on, but to make it more compatible for four players, it could be 1 and 5 against 2 and 6, etc. Sure, annex might be too taxing with 8 players for many, but for those with power to burn, they'd likely be able to handle it, not to mention we can expect the engines to only improve in performance in the future.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 10 December 2011, 03:24:04
I redid the menu screen. This is it rendered in 3DS Max:

(click to show/hide)

Also Here are some MG maps that I edited for Annex Use:

Conflict  (There is two versions in Annex: 1v1 and 2v2)
(click to show/hide)

Fracture (edited map to use cliffs)
(click to show/hide)

Forrest for Four
(click to show/hide)

Valley of Death
(click to show/hide)

Also a new Annex specific map:

Platforms
(click to show/hide)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Omega on 10 December 2011, 04:40:39
Wow, that's an epic main menu! The maps look pretty good too, though the sands on conflict grow repetitive fast, and I've never cared much personally for the concept of one massive resource "clump" such as Platforms displays.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Hagekura on 10 December 2011, 10:17:07
>new menu screen
Simply awesome... :o
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 10 December 2011, 13:14:11
Wow, just wow. It's seeing stuff like this that makes me try harder, thanks
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 11 December 2011, 05:03:26
Wow, just wow. It's seeing stuff like this that makes me try harder, thanks
>new menu screen
Simply awesome... :o
Wow, that's an epic main menu!

Thanks! Now I need to change menu music, The current annex one really doesn't go with this layout.

The maps look pretty good too, though the sands on conflict grow repetitive fast, and I've never cared much personally for the concept of one massive resource "clump" such as Platforms displays.

Ill add more texture to conflict, as for Platforms its the only one with the giant resource patch, its there if anyone is interested to try something different :)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 2 January 2012, 01:43:17
New menu In game, Has its own custom Camera angles! Also a new Logo!
(click to show/hide)

Also I'm doing a few scenarios. I'm not much of a Lua coder though, so they are simple, but still fun. If anyone is interested in making some Annex scenarios/maps let me know!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Omega on 2 January 2012, 03:27:52
New menu In game, Has its own custom Camera angles! Also a new Logo!
Very nice. I can't help but think that the logo has a "cut off" sort of look, though.

Also I'm doing a few scenarios. I'm not much of a Lua coder though, so they are simple, but still fun. If anyone is interested in making some Annex scenarios/maps let me know!
I'm afraid I haven't the time at the moment (or in the foreseeable future :P), but I can offer some ideas. General ideas include a king of the hill scenario, a scenario where you must protect an AI controlled vulnerable unit, a scenario where you must defeat a "boss" (make a new unit only used in the scenario, placed with Lua, give it extra high HP and devastating attacks which would require tactics and strong unit choices to fight), or a scenario where players defend from waves of foes, with each wave being largely comprised of a single armour type, and thus being advantageous to use certain attack types.

Oh, and another unrelated idea:
Code: [Select]
[url=https://docs.megaglest.org/index.php?title=Annex&action=edit]Create the Annex wiki page[/url].
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: softcoder on 2 January 2012, 06:17:03
Looks very nice, I've updated intro docs on wikia to try to explain some of the new intro settings you can use for MG, still need to add loads of documentation, but it will take time. Great work Ishmaru.
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: treba on 2 January 2012, 13:13:27
i wil try to create something like the starcraft 2 challange missions (which are meant to teach the player how to use the different unit types). they will probably head into the direction what omega suggested.
but it may take some time as i will use it as a testing ground for my editor. so don't espect it too soon.

btw: great work! when will you ship the next beta?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 2 January 2012, 19:20:00
@Omega yes wiki page is long overdue. I want to have a beta 2 Release first though.

@softcoder thanks for the documentation, still unsure what I want to do as an intro, I may not have one this release, depending on how much time I have.

@treba
That would be great! For now training missions for units, and challenge maps would be the best. I already have 10 scenarios with Beta 2. Take your time, we can always release any scenario as separate downloads and include them with annex in later releases.
When i get around to making Annex's other Faction I would like to make Story/Campaign scenarios. Focusing on the Hero character (falcon) and maybe some other campaign only heros.

As for next beta, should be soon!As of now this is the content in beta 2:

(click to show/hide)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 7 January 2012, 20:02:17
Teaser ahead
(click to show/hide)
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Mr War on 8 January 2012, 16:28:40
that dual barrelled tank kinda reminds me of the Harkonnen Devastator from Dune II crossed with a mammoth . Very cool, what's it called?
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 9 January 2012, 03:08:51
that dual barrelled tank kinda reminds me of the Harkonnen Devastator from Dune II crossed with a mammoth . Very cool, what's it called?

Well none of the Shadow units have names yet. Technically it was the Tank Destroyer from the alliance faction before it got replaced by the giant two legged walker.

(click to show/hide)

I was planning on just calling it Heavy Tank, unless someone else thinks of a better name. Its got firepower, 2 cannons is better than one! but about the same armor as a standard tank, but as such cheaper and faster to build, so you could have a few!
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: treba on 10 January 2012, 15:34:23
hey ishmaru, what do think about creating a git where everyone interested can already have a look into the current status?
i would really like to have that, to be able to start creating scenarios with the current tech
Title: Re: Annex: BETA 1 RELEASED!!!
Post by: Ishmaru on 11 January 2012, 00:30:19
Yea setting up a git hub would be a good idea. Beta 2 realease is sooo close though I'm going to need to make a linux version somehow. I have windows and mac osx version ready.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 15 January 2012, 17:33:09
Annex Beta 2 is out! Check first post!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 15 January 2012, 18:27:28
loving playing the new beta.  :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 15 January 2012, 18:48:27
Thanks man!

Just did a test play with tomreyn, atze. Fun but pretty hard (if not almost impossible) to recover from serious attack. Any ideas as to how to help remedy this?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 15 January 2012, 21:36:31
I can beat CPU 1.0 first go just by building a defensive line of turrets and quick reaction groups, then wait to amass enough bombers to obliterate the enemy base. Which is a good start for me, very enjoyable. The only units that caught me out were the mortar dudes because of their long range ;D ;D ;D

Love the mobile refinery especially.

The muzzle flashes look black on my PC. Maybe you could use some muzzle flash particles to hide the G3D flashes? Same particle logic can be applied to explosions on death etc.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 15 January 2012, 22:53:26
 Congrats! Bomber squads can be fun and devistateing!

 Yes I believe normals may be broken in muzzle flashes. On my fix list :)

Don't forget the scenarios included in beta 2!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 16 January 2012, 14:53:12
headless server is running as promised and doing good.

off playing annex, will give you my feedback later :)

edit: for some reason i don't have the hud when playing on the headless server. i thought it could be a problem with the self compiled binary (from megaglest svn) but as i remember, you said you'd use the standard binarys. did that change somehow? and where is the hud located, just to check if i forgot something on the server.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 16 January 2012, 15:20:18
Thank you very much Treba!

I actually noticed this myself when playing on annex.megaglest server. I just thought that I had disabled Huds.

hud.png is stored in each faction folder, if that helps, and yes I used standard megaglest binaries.

Good luck!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 18 January 2012, 00:51:36
alright, so now some feedback from my side:

i really, really like the menu, the design is just awesome. this alone makes me want to play the game.

can't say that finally, but i concerning the changes in the techtree, i have the feeling they are overall quite good.
i'm not so shure about the scout. it's so cheap and you can basically build an unlimited number of them. that makes it impossible to hide your strategie against human players (and i love cheese strategies that only work if the enemy gets totally suprised). one possible solution would be to make the scout an starcraft like observer (higher tech level again, but invisible and with detector for invisible units of the enemy). obviously, the needed skills would need to be implented upstream

i like the new tileset, but there are some textures which are a little bit ugly in my opinion. especially the water texture would be better if it was bigger, but that's again a shortfall of the engine i think (there a couple of threads on this topic, this one (https://forum.megaglest.org/index.php?topic=7291.0) being the closest to solve my problem

the unit sounds are cool and they suite the units just fine, but i really don't like the female voice  :-X

overall i really like the gameplay. it's fast and there're a lot of big fights and so on. actually it is exactly what i wanted c&c always to be. also, the fact that all units are range units and usually die quite fast solves some problems with the mg pathfinder, which sometimes drives the cpu usage to 100% if a lot of units block each other because only the first line is able to fight.
that makes annex generally perform quite good on the server.

what should also be mentioned here is your great guide, although i would have made it a pdf. that must have been a lot work!

so thank you alot for this great mod! hopefully, this version can start a small online community, as it is definitly worth to play already.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 18 January 2012, 14:13:51
alright, so now some feedback from my side:

i really, really like the menu, the design is just awesome. this alone makes me want to play the game.

can't say that finally, but i concerning the changes in the techtree, i have the feeling they are overall quite good.
i'm not so shure about the scout. it's so cheap and you can basically build an unlimited number of them. that makes it impossible to hide your strategie against human players (and i love cheese strategies that only work if the enemy gets totally suprised). one possible solution would be to make the scout an starcraft like observer (higher tech level again, but invisible and with detector for invisible units of the enemy). obviously, the needed skills would need to be implented upstream

i like the new tileset, but there are some textures which are a little bit ugly in my opinion. especially the water texture would be better if it was bigger, but that's again a shortfall of the engine i think (there a couple of threads on this topic, this one (https://forum.megaglest.org/index.php?topic=7291.0) being the closest to solve my problem

the unit sounds are cool and they suite the units just fine, but i really don't like the female voice  :-X

overall i really like the gameplay. it's fast and there're a lot of big fights and so on. actually it is exactly what i wanted c&c always to be. also, the fact that all units are range units and usually die quite fast solves some problems with the mg pathfinder, which sometimes drives the cpu usage to 100% if a lot of units block each other because only the first line is able to fight.
that makes annex generally perform quite good on the server.

what should also be mentioned here is your great guide, although i would have made it a pdf. that must have been a lot work!

so thank you alot for this great mod! hopefully, this version can start a small online community, as it is definitly worth to play already.

Thank you for your feedback!

Some of the ground textures does need alot of work: sand, water, and cliff textures particularly.
I see if i can get better voice overs as well.

Thanks for noticing the guide i was wondering what people thought of it :)

It would be nice to have it get that popular :) Hopefully, the master servers will get a bit more use soon!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 20 January 2012, 13:56:22
one more point that a friend of mine mentioned: the game could be a little bit more shiny and less dark, or in other words, could have more contrasts.

i personally really like the dark scifi environment. but the game can feel dark and still be shiny somehow, if you work with lights. i don't know what the engine allows you to do, as it lacks shadersupport, and i know the following comparison is a little bit unfair, but have a look:
(http://www.thetanooki.com/wp-content/gallery/starcraft-ii-wings-of-liberty/terran_banshees_and_dropships_assault_a_base.jpg) (http://www.thetanooki.com/wp-content/gallery/starcraft-ii-wings-of-liberty/terran_banshees_and_dropships_assault_a_base.jpg)
Code: [Select]
[url=http://media.moddb.com/images/mods/1/18/17106/Beta2ScreenE_AD.jpg][img]http://media.moddb.com/images/mods/1/18/17106/Beta2ScreenE_AD.jpg[/img][/url]
[url=http://media.moddb.com/images/mods/1/18/17106/Beta2ScreenF_AD.jpg][img]http://media.moddb.com/images/mods/1/18/17106/Beta2ScreenF_AD.jpg[/img][/url]
(http://www.gamesurge.com/pc/war3/nightelf.jpg) (http://www.gamesurge.com/pc/war3/nightelf.jpg)

an all of the image you can see particles, some are even quite similar (like the blue particles of the bombers in annex and the suvs in starcraft).
but for some reason, in annex they are a little bit...dark. they don't really light.
as it's the same story for megaglest overall, i wonder if that is just a limitation of the engine, but wc3 on the other hand, was also quite bright.

anyways, this is just an suggestion and it's you who decides how the look of the game will be :)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 20 January 2012, 15:12:22
Great thanks for beta 2.
I already thought you aren't continue making annex   :O

I really like it
its a bit different to megapack :D

I only played one game at this point but i really like it. (i will continue playing after this post)
but as always i have to say a bad thing  :P

In german language:
(http://www.titusgames.de/tmp/son/bug.png)

but that the only bug i found yet
lets go searching bugs ..eh i mean go playing :D

Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Omega on 20 January 2012, 19:11:05
I only played one game at this point but i really like it. (i will continue playing after this post)
but as always i have to say a bad thing  :P

In german language:
(http://www.titusgames.de/tmp/son/bug.png)

but that the only bug i found yet
lets go searching bugs ..eh i mean go playing :D
Erm, what's the problem?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 20 January 2012, 21:18:29
Das ist nicht kaputt

Edit by Omega: Babylon says two "t"s
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 23 January 2012, 12:14:43
one more point that a friend of mine mentioned: the game could be a little bit more shiny and less dark, or in other words, could have more contrasts.

i personally really like the dark scifi environment. but the game can feel dark and still be shiny somehow, if you work with lights. i don't know what the engine allows you to do, as it lacks shadersupport, and i know the following comparison is a little bit unfair, but have a look:

an all of the image you can see particles, some are even quite similar (like the blue particles of the bombers in annex and the suvs in starcraft).
but for some reason, in annex they are a little bit...dark. they don't really light.
as it's the same story for megaglest overall, i wonder if that is just a limitation of the engine, but wc3 on the other hand, was also quite bright.

anyways, this is just an suggestion and it's you who decides how the look of the game will be :)

Yes game is dark. I wonder if diffuse values matter in megaglest, (my theory is that it doesn't) That could be one explanation as to why game is so dark. I really would like the game to have more vivid colors, but if you look at each unit textures you can see just how much i attempted to lighten the textures. Also geme seems darker/lighter depending on what OS you use. Its a bit frustrating.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 30 January 2012, 15:49:06
So editing the diffuse color can create some brightness when setting to pure white, but its very small difference...

So development wise, I took a break after Beta 2 release to work on Ludum Dare, as well as some personal things, so not to much is new.

Just some flame tanks:
http://www.youtube.com/watch?v=zimWjNIvR6Y

I did do some thinking into what Is next for Annex, a sort of plan on how the game should be like in its completed form. Their is now 3 factions planned for Annex. The Shadow Organization was originally supposed to be a sort of add on campaign using a faction really made to re use old models, and build faction that will work best for AI. However, people wanted the ability to play as the third faction so now Shadow Organization will be getting new models on par with the Alliance.

So there is an issue the Alliance has 30 (if i remember right) units+structures which means the other two should have roughly 30 units as well. meaning Annex will have roughly 90 units. That may sound fine but the original vision was to have a battle field with drastically different units, instead of having units of similar classes or similar units with different stats. I want drastically different units each with its own purpose, and uses.

So what does this mean? Well the biggest change will be having less units per army, meaning the Alliance will be losing some units. Don't worry these units aren't going to be cut but rather transferred to another faction, others may be combined together.

Here are some plans I have:
-The Silo part of the tech tree will be removed from the alliance.
-The MRLS will be produce-able through tech lab.
-The Destroyer + Guardian will be converting to the Northern Empire units
-Nuke super weapon moved to either the Northern Empire or Shadow Organization

Other ideas i'm playing with in my head:
-Combining Harrier + Bomber units (will retain harrier model) However I may reduce the effectiveness of bombs. Also will help the issue of new players massing harriers to find them useless vs ground...
-Combining Striker + MRLS i'm not as sure this is a good idea as the Harrier + Bomber combo. Mainly because MRLS is supposed to be a late game unit, meaning if I do this the Alliance will not have good Ground to air support till late game. This still may be a good thing though as the alliance is near perfect (having no holes in its tech tree)
-Removing worker units and replacing them with Bulldozers, build/repair only units, that require you to have one or two of them, instead of 10-15, meaning more population slots. Of course Harvesters will be produce able at tier 1.

Any one has ideas/opinions on this?

 
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 31 January 2012, 02:58:49
I'd suggest making one faction, maybe the Northern alliance more robot and walker based, with UAV's as aircraft. keep the alliance as is, with high tech human operated equipment and make the last faction a faction of spam units.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 31 January 2012, 11:52:57
i strongly support the idea of slimming down the alliance.
in the moment, it's cool as it is,  because there's only one faction. so it's fine that it is, as you said, nearly perfect, having no real weakness or strength.
but as soon as we have different factions, each of them should have some strengths and weaknesses, of course being equal overall.
if each of them would have as many units as the alliance, they could feel to alike in gameplay, like the "factions" in age of empires 2.

as you may know, i'm a big fan of starcraft. and while i don't want annex to be a starcraft clone but rather a own game (with some similarity to c&c), i nevertheless think that, when it comes to balance, starcraft (1&2) and warcraft are good examples for how to do that.
making every faction unique and fun to play.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: SnEptUne on 1 February 2012, 02:42:22
I wouldn't recommand slimming down the current alliance faction too much, especially if this is meant to be a multi-player games.  Otherwise, in a game against another human, there will be no surprise because we already know what units they will make eventually.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 1 February 2012, 06:10:08
I'd suggest making one faction, maybe the Northern alliance more robot and walker based, with UAV's as aircraft. keep the alliance as is, with high tech human operated equipment and make the last faction a faction of spam units.
Yes all factions use UAV to some extent, and I do have made model for a UAV helicopter planned for Shadow Organization, There is also a plan for a small spider tank UAV. Latest Infantry will fit the High tech category (see below)

A Spamming faction would be a bad idea for two reason the population cap is way to low for spamming to really be a strategy, plus units already build really quick so even faster will make faction extremely difficult to multitask...

i strongly support the idea of slimming down the alliance.
in the moment, it's cool as it is,  because there's only one faction. so it's fine that it is, as you said, nearly perfect, having no real weakness or strength.
but as soon as we have different factions, each of them should have some strengths and weaknesses, of course being equal overall.
if each of them would have as many units as the alliance, they could feel to alike in gameplay, like the "factions" in age of empires 2.

as you may know, i'm a big fan of starcraft. and while i don't want annex to be a starcraft clone but rather a own game (with some similarity to c&c), i nevertheless think that, when it comes to balance, starcraft (1&2) and warcraft are good examples for how to do that.
making every faction unique and fun to play.

This is what I originally had in mind 3 drastically unique factions, each with its own unique units but also holes in its tech tree for your enemies to exploit... Similar to Red Alert 1, Starcraft, & Tiberium Dawn

However, SnEptUne has a very good point.

I wouldn't recommand slimming down the current alliance faction too much, especially if this is meant to be a multi-player games.  Otherwise, in a game against another human, there will be no surprise because we already know what units they will make eventually.

Perhaps I should Cut one of the planned factions and leave 2 Large factions, Leave Alliance the way it is and have second one Unique incorporating ideas from both remaining factions.

So if i do that which faction do you guys want to see Shadow Organization, or Northern Empire?

Ps here are some New unit renders:
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Rocket_Pod_Grunt_AD.jpg[/img]Anti tank unit, Haven't decided how she will work yet,but she will fire probally 2-4 rockets per burst.

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Grunt_AD.jpg[/img]Standard Grunt
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Psychedelic_hands on 1 February 2012, 09:13:45
Hmmmm, pretty hard choice.
Can you show some of the Northern guys? Whats the difference between them and the Alliance?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 1 February 2012, 15:39:16
Hmmmm, pretty hard choice.
Can you show some of the Northern guys? Whats the difference between them and the Alliance?
I haven't made anything for Northern Empire yet, Just Shadow Organization. I guess its more of just what is the name/theme.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 1 February 2012, 19:23:50
i would prefer the nothern empire, although i still like the idea of three factions most.
it's actually not that important, that the enemy will know what you will build (he will know anyways, because of the insane scouts). in the end, the question will be what combination of units you play. you don't need that many units for lot's of different combinations.

anyways, having the northern empire as the second big faction while keeping the models of the shadow organisation as extra stuff for scenarios, just as you planned in the beginning, is imo the best solution as of now.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 1 February 2012, 20:11:29
The dark blue/purple camouflage looks great.

Might be best to reduce alliance by a couple of units, and build out shadow. For example, combine the harrier and bomber, using one model in alliance and the other in shadow with the blue camo
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 3 February 2012, 01:46:30
So this is what I will do:

Keep devlopeing shadow to be a full faction, then work on northern empire.

The alliance will loose these units: destroyer,bomber, + guardian and harrier will gain bombs (though not as powerful)
Destroyer + guardian will be ported/ re skined to northern empire.

Not sure maybe scouts be given to shadow organization.

The old models are going back to storage as they fit northern empire or shadow new design. As I don't know what to do with them.

Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 3 February 2012, 19:10:08
that sounds reasonable. looking forward to have a second faction ready =)

i'm about to start my first scenario for annex, so hopefully i will have something for your next release.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 5 February 2012, 03:38:39
that sounds reasonable. looking forward to have a second faction ready =)

i'm about to start my first scenario for annex, so hopefully i will have something for your next release.

Cool let me know if you need some testing!

Here more Shadow Organization units:

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/flame_grunt_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/flame_tank_AD.jpg[/img]
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: ElimiNator on 5 February 2012, 04:28:39
They look cool, but why are the textures so pixel-y/low-res?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 5 February 2012, 04:38:39
They look cool, but why are the textures so pixel-y/low-res?
Thanks!
I turned off Texture filtering, and models are rendered using their in-game textures instead of a higher res texture like I did for earlier renders.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Omega on 5 February 2012, 06:07:38
They look cool, but why are the textures so pixel-y/low-res?
Actually, that's about perfect. The units are so small in game that when playing, they'll be the perfect size, not so big that they "waste" detail, but not so small that they'll appear undetailed or pixeled.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 5 February 2012, 08:33:38
Absolutely love the digital Camouflage and green gear, would never have thought of that myself. Hats off man
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 10 February 2012, 09:34:09
Absolutely love the digital Camouflage and green gear, would never have thought of that myself. Hats off man
Thank you!

More units:

Scorpion:
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Scorpion_Normal_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Scorpion_Turret_AD.jpg[/img]

Structures:
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shipment_Center_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Training_Camp_AD.jpg[/img]
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: MuwuM on 10 February 2012, 11:23:06
WOW, it looks really nice. I especially like the shipment center.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: John.d.h on 10 February 2012, 20:36:03
That Flame Tank looks pro-quality.  Seriously, you're awesome at this.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Psychedelic_hands on 11 February 2012, 12:09:09
Wow, amazing. As per usual dude.

Though the purple camo on the Scorpion sorta has this effect going on:
(click to show/hide)

(Unless this is your intent) Maybe add some grey borders on the edge of the geometry?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 12 February 2012, 09:53:26
WOW, it looks really nice. I especially like the shipment center.
That Flame Tank looks pro-quality.  Seriously, you're awesome at this.
Wow, amazing. As per usual dude.

Though the purple camo on the Scorpion sorta has this effect going on:
(click to show/hide)

(Unless this is your intent) Maybe add some grey borders on the edge of the geometry?

Thanks!

yea Scorpion is not my best uv job, but i didn't think it was too bad...

Even more Models:

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Anti_Air_AD.jpg[/img]
Shadow's main Ground to air attacker. Produced much cheaper and faster than the striker.

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Factory_AD.jpg[/img]Shadow's new factory!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 13 February 2012, 22:39:07
Looks fantastic man, keep it up.

Here's the existing Alliance faction unit stats as per the last released beta. I'm going to re-do all the resource/attack/armor etc of the 3 existing sci-fi factions to fit in with Annex rather than vice-versa as Annex is better thought out.
Code: [Select]
[img]http://i44.tinypic.com/161kcn9.png[/img]
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 14 February 2012, 05:24:11
Looks fantastic man, keep it up.

Here's the existing Alliance faction unit stats as per the last released beta. I'm going to re-do all the resource/attack/armor etc of the 3 existing sci-fi factions to fit in with Annex rather than vice-versa as Annex is better thought out.
(click to show/hide)

Wow that's quite the chart! I recently got rid of a few units but seeing the balance on a chart im thinking i should put them back! :)

Btw what is %FP +FP? Firepower?

Also will you match unit type per unit type? As of now i'm going for a similar structure tree (base, warehouse, barracks, Factory, hangar, tech-lab, superweapon, mobile refinery +2-3 turrets) but different unit classes for a more unique gameplay.

And some screen shots:
(click to show/hide)
i gota make units brighter, i will :)

- As a general rule Shadow units tend to sacrifice armor + hp for more speed or more range or more firepower.
- Shadow has less unit variety, but each unit tends to be more versatile than Alliance units (example Scorpion's can morph to a stationary siege mode which can make a great base defense or as a siege weapon against enemy defenses, or Flame weapons which is good vs Infantry and Structures)
- As of now shadow has a very limited air unit selection planned, A UAV gunship and *(secret)*
- They only have one dedicated Siege unit: *(secret)* but
- have the strongest "standard" infantry
- due to the fact that tanks can morph to base defenses, Shadow may have less variety+quality base defenses.

- Strength is vs Structures
- Weakness is vs Armor + Aircraft
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 14 February 2012, 07:24:09
Woe those screenshots look gorgeous!!! I don't think they are too dark. Kinda reminds me of Nod in a good way too.

Fp is my code for fire power. What I do is normalize all the attack strengths to HP per second, which basically attack strength * animation Speed.

Let's talk by pm re the port
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 15 February 2012, 06:13:16
Fp is my code for fire power. What I do is normalize all the attack strengths to HP per second, which basically attack strength * animation Speed.

Thanks! And yes Shadow does have some inspiration form Nod :)

So there is an idea i'm playing around with but I was wondering if anyone wanted to develop their own Annex factions or do a community faction? I'm not decided to recruit yet, but wondering if anyone was interested :)

Any faction would be balanced to Annex gameplay, and should have a similar anime/cartoon feel to them.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 15 February 2012, 09:44:42
I'd be happy to contribute models, ideas or artwork if you ever go that route. My humanoids are definitely not up to standard by I can do  vehicles and buildings ok. 
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: will on 15 February 2012, 10:26:37
the martian humanoids were fantastic
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 15 February 2012, 17:43:58
i personally would love to have some mutant faction, something evil to use in scenarios. a little bit like the zerg. but i don't know if that fits your concept :)
Title: Make your own Annex Faction?
Post by: Ishmaru on 16 February 2012, 03:20:01
Thank you Mr War/Treba for your input! I do Like Your unit style Mr War! And A mutant faction would be cool for some scenarios Treba :)

So let me clarify, The idea was since Annex now runs on its own Masterserver, that if anyone wanted to put together addon factions to be played with Annex, or appear in Annex Scenarios? Either as a Community project or Individual. I really think the community has some great ideas and am curious what people would create to work with annex style gameplay. As of now I was wondering if anyone is interested to do things like that, I'm not expecting anything to be done atm.

Some restrictions I do want to say:
-Game play should work + be balanced with Annex so only credits, supplies and population of 75 as resources
-Should be similar style wise to Annex I prefer Anime/Manga style but any cartoon style (American comic style) is acceptable
-Scaled like Annex (remember Annex infantry is smaller, around 25% smaller, than normal Glest mods)
-I prefer more down to earth factions but can really be anything, mutants to robots/cyborgs to aliens 
-Can be ports of existing Glest mods if you are willing to Anime-ize/Cartoon-ize units, as well as fit to annex gameplay.
-NO COPYRIGHTED MATERIAL(that you don't own yourself) NO EXISTING ANIME, CARTOONS, OR COMMERCIAL GAMES + RTS FACTIONS (even if cartoonized versions)
-In case you didn't know Annex is a standalone mod that runs using Megaglest as a base so there will be no GAE features...sorry :(

If I didn't scare you away with that and your still interested in making one or has any ideas for factions you could say so here or PM me.

Also I do have some unused models for Annex if anyone wants to make an annex faction with them.
(click to show/hide)
I also have some infantry models too, the ones seen here:
(click to show/hide)
If anyone wants to I could upload their g3ds since most already are animated (they will be using CC by SA license) :) I will have to ask if you do make a faction with them please make new skins as they are using less saturated Alliance textures/or Shadow textures.

And I could always use some maps edited for Annex :)

In Shadow Develoment news:
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shockwave_Tank_AD.jpg[/img]
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 17 February 2012, 17:23:24
See the new Shadow Units in action:
http://www.youtube.com/watch?v=drEBB899tTs
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 18 February 2012, 08:37:34
The scorpion transform animation looks fantastic man
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wciow on 18 February 2012, 14:04:19
Nice video, I think I prefer shadow faction to alliance.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 18 February 2012, 15:46:15
Post a link to your models, I'm willing to make some new models and a faction for you, but honestly, my animating skills are horrible so I'd have to leave that to you.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 20 February 2012, 21:42:01
AstroMarines faction for Annex Tech Tree (early work, only a few models and ideas so far). Long Live ANNEX!!!!
(click to show/hide)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 21 February 2012, 03:22:44
AstroMarines faction for Annex Tech Tree (early work, only a few models and ideas so far). Long Live ANNEX!!!!
(click to show/hide)

Thanks for your work Mr War, Those look great! What are Sargents like?

@Wyvern thank you! You use blender right, what formats can u take? (i use 3ds max) If you want to design your faction i could animate them for you but i may take a while :)

@wciow Yea, but they need to be balanced better, shadow is very underpowered atm :(

New shadow unit:
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Raider_Bike_AD.jpg[/img]Tier 1 scout vehicle. Cheap + fast to build  Good for scouting and ambush attacks vs harvester+ workers.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 21 February 2012, 07:38:02
Wow that bike is good. Very cool.

My marines side is very influenced by the whole spectrum of "space marine" sub-genre. The sgt specifically is somewhat like the minigunber in annex's alliance but tougher and has a jet pack. He's also slightly more warhammer than the other two, I even had him holding a large sword in the tight hand but I think that's taking the similarity too far - I think I'll add a Ronan style shield instead. Overall I'll have fewer infantry types though. The big helmets and shoulder pads are a cheat really, as I always have probs with the arm joints and bones.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: MuwuM on 21 February 2012, 08:13:06
My marines side is very influenced by the whole spectrum of "space marine" sub-genre. The sgt specifically is somewhat like the minigunber in annex's alliance but tougher and has a jet pack. He's also slightly more warhammer than the other two, I even had him holding a large sword in the tight hand but I think that's taking the similarity too far - I think I'll add a Ronan style shield instead.

I think he needs some gloves, it's quite strange that you can't see his head/face because of heavy armor but you can see his hands, without protection. And maybe glowing particles for the eyes, the would him look more evil.

Overall I'll have fewer infantry types though. The big helmets and shoulder pads are a cheat really, as I always have probs with the arm joints and bones.
small cheat, but fits great.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 21 February 2012, 16:53:53
My marines side is very influenced by the whole spectrum of "space marine" sub-genre. The sgt specifically is somewhat like the minigunber in annex's alliance but tougher and has a jet pack. He's also slightly more warhammer than the other two, I even had him holding a large sword in the tight hand but I think that's taking the similarity too far - I think I'll add a Ronan style shield instead.

I think he needs some gloves, it's quite strange that you can't see his head/face because of heavy armor but you can see his hands, without protection. And maybe glowing particles for the eyes, the would him look more evil.

Overall I'll have fewer infantry types though. The big helmets and shoulder pads are a cheat really, as I always have probs with the arm joints and bones.
small cheat, but fits great.

I don't think particles for eyes is a good idea, just due to the fact you will have a lot of infantry at once, which might cause some lag issues.

@ Mr War so sargents have jetpacks? So they switch between ground and air modes or just stay in the air?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 21 February 2012, 19:50:13
Okay, I'll make the effort to start up some models, especially the vehicles.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 21 February 2012, 22:00:28
Muwum, I'll do gloves for the sgt and any new models but the marine and RPG Marine are pretty much already modelled so pain to change it.

@ Mr War so sargents have jetpacks? So they switch between ground and air modes or just stay in the air?
I was thinking more Buzz Light-Year... the jet packs simplify animating the legs ;-) So, ground unit at all times but faster moving with jet pack mode, with small fold-out wings.
(click to show/hide)

Man, the Annex tile sets are truly beautiful, really excellent.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 21 February 2012, 23:05:29
wow, crazy hud, mr war. are you planing to use it for the faction? feels like sitting in a mech or something. interesting idea
anyway, it's really nice to see more models coming up, although i like about annex that everything is from one hand, therefore fitting together much better than for example the megapack and the magitech factions.
we will see what direction this will take. and it's always nice to have some special models for scenarios :)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 22 February 2012, 05:35:25
Let me clarify a bit: as of now the plan is to have the base game focused on just East Ocean Alliance, Shadow Organization, & Northern Empire (if I decide to make third) but I'm opening up an opportunity for any moder/moders to create "add-ons" that will downloadable through annex mod menu. Addons such as factions maps or scenarios.

Oh and i made this for anyone who will like to make an annex map: (included description to what all object, surfaces, and resources mean
(click to show/hide)

Thanks Mr war Sergeant looks great though one eye looks a little bigger than the other?  Mini-gunners with an ability to move quickly across the battlefield... scary  :look: Like new skin of Aeromech! What kind of weapon does it use same as Sci Fi pack?

Okay, I'll make the effort to start up some models, especially the vehicles.
Cool man thanks!

@ Treba you will have shadow to work with soon as well!

Thank you to anyone interested!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 27 February 2012, 05:10:22
New Units!

Shadow Organization: Mobile Shield Generator
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shield_Generator_AD.jpg[/img]
While an effective strategy early battles, Shadows Organization Priority on firepower + cost efficiency over armor tends to put them at an disadvantage vs Alliance high tier weapons. So to combat this Shadow engineers Developed Shielding technology.

These expensive Generators can protect surrounding units with a powerful shield. Unfortunately, the Shields are not a constant passive effect, so shields must activated manually (atm shields also can activate on their own if an enemy unit comes within the generator's sight). Shields can only be sustained for a few seconds, so choose their activation wisely :)

When the shield activates the lenses (i guess I'll call them that :P) detach and circle around the shield. A Shield icon appears over any unit affected by the shield. At the moment any allied ground units gains +50 defense when inside shield.

I cant seem to get the attack boost to affect its self, is that possible?

In-game:
(click to show/hide)

East Ocean Alliance: Stingray Heavy Bomber
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[img]http://media.moddb.com/images/mods/1/18/17106/Stingray_Bomber_AD.jpg[/img]
I've recently merged the Harrier and Bomber units together leaving a slot open for a new Alliance Air unit, and this is the unit to fill the slot.
This is the Stingray, a Large, slow moving, armored bomber. Drops Energy bombs which unleashes a large shockwave on impact damaging units an a large radius. Since the bombs have the energy property they are more effective vs Vehicles than Structures.

I may limit max number to 2 or 3. Glest path finding is bad for large units...

In-game:
(click to show/hide)

PS: you can see Shadow's new Harvester unit in the upper left of the Stingray's In-game shot!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: MuwuM on 27 February 2012, 07:27:21
I cant seem to get the attack boost to affect its self, is that possible?

try: <target value="ally" include-self="true" > ... </target> (I think this is missing in the documentation)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 27 February 2012, 23:00:54
man, those new units are awesome! The shield (attack boost unit) usiing the particles like that seems so obvious, but no-one ever thought of that I don't think. At least i never did.

What's the merged bomber/harrier called, and is it less powerful than the bomber?

The Harrier model could be used by someone along with the other old units?

(click to show/hide)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Hagekura on 28 February 2012, 02:16:57
Hey the new units looks very nice. good work guys. :thumbup:
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 28 February 2012, 06:11:22
try: <target value="ally" include-self="true" > ... </target> (I think this is missing in the documentation)
Thanks Mwuwm!

man, those new units are awesome! The shield (attack boost unit) usiing the particles like that seems so obvious, but no-one ever thought of that I don't think. At least i never did.

What's the merged bomber/harrier called, and is it less powerful than the bomber?

The Harrier model could be used by someone along with the other old units?

(click to show/hide)

These are awesome! I like the dark cammo scheme for the vehicles! I think The Wolf Tank is my favorite! Looking forward to see more!

Harriers are still in the game as the merged unit. I just got rid of the bomber unit and gave its bomb attack to the harrier. As of now harriers have a smaller splash radius. Also have less ep for air to air attacks.
Still not sure what i want to do with old models, my original idea was to make a scenario only faction which I may still want to do.

@Hagekura Thanks!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 29 February 2012, 07:00:35
Cool man. I somehow imagined you were keeping the bomber model rather than the harrier. They are both great. Shame if bomber model doesn't see gameplay again though so hopefully you find a home for it somewhere. What will shadow's air power be like?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 1 March 2012, 00:18:12
Cool man. I somehow imagined you were keeping the bomber model rather than the harrier. They are both great. Shame if bomber model doesn't see gameplay again though so hopefully you find a home for it somewhere. What will shadow's air power be like?

Of the two the harrier is my favorite, as for the old bomber i don't know about what  to do with it right now
As for shadows air force, i havent made any progress yet, but Shadow's equivalent to the Harrier will be inspired by an A-10, other units (i want to have 3) are still in a concept phase :)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 3 March 2012, 13:00:56
Finally shadows first air unit, The "Hunter VTOL"
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Hunter_VTOL_AD.jpg[/img]
Hunters are the counterpart of Alliance Harriers. Their weapons are dual Vulcan cannons which can target both air and ground units, and Air to Air missiles. For best results in air to air combat is to switch between missiles and vulcans accordingly.

The design was influenced by the American A-10

5 v 5 Hunters vs Harriers:
http://www.youtube.com/watch?v=jJDIDjJ83n4
Still tweaking the balance
Also note new fireball effect :)

Will be showing video of Shield Generators, Stingray Bombers soon too
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 7 March 2012, 18:53:56
wow that's nice. a good way to reward good micro skills.

when i saw the bombers, they reminded me a bit of the b2 bomber in c&c generals, where you could call one as some kind of superwapon
http://www.youtube.com/watch?v=eYom0H4MyC0

with this (https://forum.megaglest.org/index.php?topic=6529.0), it would be possible do create something like that. of course, it the bomber would need to be not controlable.
just an idea, though, since there shouldn't be to many superwapons.

Edit by Omega: Added linebreak after youtube tag to prevent the video from appearing way on the side.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 7 March 2012, 20:12:04
wow that's nice. a good way to reward good micro skills.

when i saw the bombers, they reminded me a bit of the b2 bomber in c&c generals, where you could call one as some kind of superwapon
http://www.youtube.com/watch?v=eYom0H4MyC0

with this (https://forum.megaglest.org/index.php?topic=6529.0), it would be possible do create something like that. of course, it the bomber would need to be not controlable.
just an idea, though, since there shouldn't be to many super-weapons.

Thanks!

I only wish i could spawn units at the target unit instead of at the attacking unit, to do some cool "Super-weapons" but since i cant I'm not sure what unique Super-weapons i could make...

Yea I'm just planning on having two super-weapons per faction activated from the factions hero unit. One super per tier 3 upgrade building (for example Orbital Strike/Tech lab + Nuke/Silo for the Alliance faction).

Edit by Omega: Added linebreak after youtube tag to prevent the video from appearing way on the side.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: will on 9 March 2012, 06:43:18
If your normal attack does not have an visible particle nor projectile,

and your splash has a child particle that does contain a swooping in or flying over model,

which then triggers a child particle that starts the atom bomb,

then the only problem is the destruction of the building will happen before the attack seems to commence?

Mr War has had swooping in and flying over attacks before - how did he do it?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 9 March 2012, 07:50:29
When we tried it before, the swooping model was the projectile particle. It didn't work very well. This might work better, will liaise with ishmaru on how this could be used by annex.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 9 March 2012, 13:43:38
actually the point why i like this kind of attack is not the fact that it looks cool, but that there is a real unit flying to the destination and dropping the bomb.
it's vulnerable. you can shut it down before it drops the bomb. you have to think about how to make sure it reaches it's destination. you can accompany it with other flying units etc etc.
that's why i mentioned the unit spawning on attack.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 9 March 2012, 16:39:28
I'm thinking if a 'super unit" which is a soldier who calls in the air strike. They are expensive, weak and need to get within a certain distance of the target. Rate of fire is slow because of ep.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 10 March 2012, 22:53:39
I'm thinking if a 'super unit" which is a soldier who calls in the air strike. They are expensive, weak and need to get within a certain distance of the target. Rate of fire is slow because of ep.

You mean like falcon is?   ;) jk

Good ideas treba,will, & mr! war I going to experiment changing the stingeay from a normal unit to a summon-able unit for one of falcon special attacks. Summoning will cost ep only and not take up your population slots. However unit cannot be repaired and only 1 may be summoned at a time. This is the idea.

If I can do it then ill give orbital strike to shadow.

Also shadow organization suffers from same issue magic does, being very micro manage dependent. Unfortunately, it is near impossible for even me to micro manage shadow that well... Annex plays too fast.
So I'm going to get rid of some options. One change is that I may remove shield generators as a unit and maybe instead having it as a hero ability. Let me see how well it goes
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 11 March 2012, 09:51:47
so far not had any luck getting the g3d to show as part of a child-particle of a splash - is animated g3d allowed for splashes?

The orbital strike idea would definitely work as it only uses regular particles.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 11 March 2012, 16:33:09
The orbital strike idea is interesting and I've experimented with the concept for a space/ground mod I'm making but is in the works, In theory, tehres a spotter who's a regular soldier and calls in EP based strikes of varying strength based on his level. Basic is Destroyer/corvettes, Medium is cruiser/light cruiser and Heavy is Dreadnought/Super Dreadnought/Battle cruiser.

I already have a large portion of one of my factions space models finished so they should be ready for texturing and animating soon.

This is not really as related but does MG allow any form of EMP attacks that lower enemies defense or attack but do no physical damage. And two, does MG have any ability to have squadrons/squads of units, I'm thinking this could be good to give infantry some actual potential against tanks and in my mod, to give fighters some hope against bigger targets.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 11 March 2012, 17:40:37
so far not had any luck getting the g3d to show as part of a child-particle of a splash - is animated g3d allowed for splashes?

The orbital strike idea would definitely work as it only uses regular particles.

I never really played with g3d particles... I thought it worked with splash will would know

The orbital strike idea is interesting and I've experimented with the concept for a space/ground mod I'm making but is in the works, In theory, tehres a spotter who's a regular soldier and calls in EP based strikes of varying strength based on his level. Basic is Destroyer/corvettes, Medium is cruiser/light cruiser and Heavy is Dreadnought/Super Dreadnought/Battle cruiser.

I already have a large portion of one of my factions space models finished so they should be ready for texturing and animating soon.

This is not really as related but does MG allow any form of EMP attacks that lower enemies defense or attack but do no physical damage. And two, does MG have any ability to have squadrons/squads of units, I'm thinking this could be good to give infantry some actual potential against tanks and in my mod, to give fighters some hope against bigger targets.

The orbital strike has been in annex beta 1 and beta 2 under a different name. I'm not sure if I plan to use it or do something else. Balanceing is very difficult...

To answer your question whyvern the closest thing that can do emps would be attack boosts, but it only effects units around ,it cannot be targeted. In otherwords you can't shoot such an effect. You could make jammer units though!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 11 March 2012, 18:44:14
I'll keep trying  ;D

Something to share re AstroMarines supporting faction.
(click to show/hide)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Hagekura on 11 March 2012, 21:39:00
I'll keep trying  ;D

Something to share re AstroMarines supporting faction.
(click to show/hide)
:o It's Not bad for your first time anime style drawing, really. :thumbup:
I can't believe the one was drawn by a man who have never been anime drawing.
You can emphasize the outline edges more and make the colors more vivid and clear,
 then nobody will doubt of it's a professional work. ;)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 12 March 2012, 07:16:03
Something to share re AstroMarines supporting faction.
(click to show/hide)

That looks great for your first time! Do you use a tablet?

Better at my attempts at 2d anime drawings, personally ill stick to 3D :P
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Hagekura on 13 March 2012, 08:25:35
That looks great for your first time! Do you use a tablet?

Better at my attempts at 2d anime drawings, personally ill stick to 3D :P
I like your 2D arts too as much as your 3D models, Ishmaru. :)

I want to encourage guys showing their concept sketches or random graffiti or whatever more.
It is interesting to looking at making drawings of any developers.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 13 March 2012, 16:55:26
Thanks hagekura! I'm just not comfortable doing handdrawn or vectored characters anymore. I'm I can model a character faster and easier in 3D. I do want to get back into it someday though.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 15 March 2012, 22:18:57
yeah your end screens for Ludum Dare were superb.

With Shadow, is the green parts the team color?

(click to show/hide)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 16 March 2012, 20:14:58
yeah your end screens for Ludum Dare were superb.

With Shadow, is the green parts the team color?

(click to show/hide)

Rattlesnake's new look is pretty slick looking, good job! Ram is an interesting new concept! Mobile SAM is cool too!

The green "lights"+ windows arent team color. I guess. I haven't shown where team color is shown
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 18 March 2012, 00:34:18
Sorry for lack of updates, Been busy but also kinda out of ideas for new units for shadow. Here's all that's new:

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[img]http://media.moddb.com/images/mods/1/18/17106/Annex_Shadow_Lab_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Annex_shadow_Hangar_AD.jpg[/img]

There is changes coming to core gameplay though:

Aircraft now builds 30-40% faster than before but number produce-able now limited to number of hangars you have. You can build 4 aircraft per Hangar and limited to tow Hangars per player, so Max number of aircraft is 8. Summon-able air (ex: Stingray Bomber) units do not apply to this counter.

Falcon now summons a Stingray Bomber (at no cost) as her second Super skill (Tech Lab required) Only 1can be summoned at a time. Stingray's be attacked and cannot be repaired when damaged. Stingrays are NOT produce-able at your hangar.

I did take a break from shadow development and may have started coming up with unit concepts for "The Northern Empire"
(click to show/hide)
Probably not what you were expecting from a faction named "Northern Empire" but I kinda like the theme of these units. Anyway im not going too much into Empire development I still have Shadow Organization to finish :)
Title: Annex Multiplayer?
Post by: Ishmaru on 21 March 2012, 03:17:34
I was wondering if anyone would be interested in playing an Annex Multiplayer Session?
If enough people are interested maybe we could make this a weekly event?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 21 March 2012, 17:05:43
unfortunately i can't play in the moment, but i'd join in at some other time. a weekly event would be great =)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 21 March 2012, 23:06:28
I'd be up for it man. I cannot promise I'll be online/free at the right time but would love to play Annex, especially when Shadow and Astro are in it.

(click to show/hide)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 21 March 2012, 23:28:13
Momentarily I've got a couple of models finished but I'm completely lacking animations, which I suck at, however, if I manage to fix my firewall settings, I'd love to play a game of annex on the weekend
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 22 March 2012, 22:34:43
Astro-Marines Faction Beta download. This faction is designed to compliment the proper Annex factions by Ishmaru, and give them a bit of variety to fight against. Ishmaru has been very helpful and encouraging, and has given heaps of feedback on alpha copies. But there is still balancing work, upgrades, some particles and sounds to do to make it truly its own faction.

Back-Story
Astro-Marines are the elite of Earth Forces, descended directly from the first Combat Astronauts of 21st Century. Deployed by dropship to the far reaches of the galaxy, Astro-Marines establish bridge-heads and respond to incursions by enemy forces. Of the millions of recruits who apply each year, only the best make it through training; training fatalities are high!!!!

Tech Tree:
(http://i41.tinypic.com/2uqf78l.jpg)
DOWNLOAD:
2 folders (7zipped). Requires Annex
a)
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http://www.mediafire.com/?sbd8gsj5md259yy <Faction folder. Unzip into Base Battle/Factions/ folder of Annex
b)
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http://www.mediafire.com/?77svp7bm7fdfd17 <Faction data folder. Unzip direct into Base Battle folder
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 23 March 2012, 00:25:37
Thank you Mr war!, I updated first post with link :)

Starting next Annex Release i will be doing Internet sessions on weekends to encourage more multiplayer :) Until then ill be on #glest more often and if you see me then feel free to ask :)  I've just finished a round with Titi and Wciow, and Played 6 games last night. Annex multiplayer is fun unpredictable and challenging so give it a shot :).
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: MightyMic on 23 March 2012, 02:51:40
That's pretty awesome Mr. War. I just finished a game against the CPU and it was an epic battle :D  Good job!  :thumbup:
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 23 March 2012, 07:45:56
Thanks, and sad I missed the online gaming session. But I live to fight another day.

Wyvern, want to see those models man! Maybe we can help animate them but don't want to promise too much, and my animations are usually quite sloppy.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 23 March 2012, 18:17:08
Hey, how can you add a previously made model to an existing model, The faction I'm making is based on a previous theme I had that was supposed to be futuristic, but since I've replaced models with new stuff I'm trying to update the unused stuff with new treads and maybe camo
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: John.d.h on 23 March 2012, 19:46:47
Hey, how can you add a previously made model to an existing model
If you mean what I think you mean, in Blender:
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[URL=http://www.use.com/73eacc6ec0096f865ddd][IMG]http://media.use.com/images/s_1/73eacc6ec0096f865ddd.jpg[/img][/URL]
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 24 March 2012, 01:28:57
I mean sort of like importer, I'll try what you suggested. Thanks
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 24 March 2012, 19:29:37
So great faction again! I still think hornet mechs are still way to strong... (sorry mr war I'm sure ur sick of my hornet complaints ) what does everyone feel about the ballance?

@wyvern we cold help you out with your faction (though I don't use blender so I would need files in another format, .3ds for non rigged models?) Just let us know what u want and ill get to it when I have a chance. When u have a chance it would be nice too see some units :).

So thanks to tomreyn I think I know how to manage a mods menu for annex, though I don't think file structure I created works in appdata so more tests are needed.

I also will have a separate lobby and irc channel in the future to avoid confusion.

Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 24 March 2012, 19:50:20
wow, great to see annex to come along! great work, folks! now we have to find a way how the marine faction can be supported on the server as an optional faction. probably we have to wait for the next mg version?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 24 March 2012, 19:58:06
wow, great to see annex to come along! great work, folks! now we have to find a way how the marine faction can be supported on the server as an optional faction. probably we have to wait for the next mg version?

Yes probably, with faction links https://forum.megaglest.org/index.php?topic=7955.msg79791#msg79791
Guess this will need manual install till next Annex Release, Mod menu is hidden in beta 2 anyways.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 26 March 2012, 20:13:13
Okay, I've got 5 vehicle models done as of now, and some crappy buildings, I'll upload pics once I get home, honestly, I didn't get any textures done since I traded textures for new models that I wanted to make, with better treads. The style of army I'm making is extremely practical, with solid shot weaponry, no lasers and most of the vehicles are based on a similar template, The infantry is gonna be more spam-ish and weak but the armor is proffesional and quite devastating, with plenty of options, airforce is also coming up, the medium tank chassis, is admittedly somewhat based off of the WH40k Leman Russ but also on the Churchill and some WW2 tanks. Oh, and I'm gonna be giving this faction some sort of tank ace with some special abilities. Pics and basic tech-tree will be uploaded once I get back home
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 27 March 2012, 02:20:28
Okay, I've got 5 vehicle models done as of now, and some crappy buildings, I'll upload pics once I get home, honestly, I didn't get any textures done since I traded textures for new models that I wanted to make, with better treads. The style of army I'm making is extremely practical, with solid shot weaponry, no lasers and most of the vehicles are based on a similar template, The infantry is gonna be more spam-ish and weak but the armor is proffesional and quite devastating, with plenty of options, airforce is also coming up, the medium tank chassis, is admittedly somewhat based off of the WH40k Leman Russ but also on the Churchill and some WW2 tanks. Oh, and I'm gonna be giving this faction some sort of tank ace with some special abilities. Pics and basic tech-tree will be uploaded once I get back home


Sounds awesome! A bit like what i planned for Northern Empire but we have different themes for unit design so it will be interesting to see your take.  Looking forward to your screenshots/unit renders! Interesting idea for the Tank Ace, want to learn more!

Wow everyone models pretty fast, I feel like I'm lagging behind...

Well here is a WIP of an Unit concept i'm doing for Shadow:
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[img]http://media.moddb.com/images/mods/1/18/17106/Infiltrator_WIP_AD.jpg[/img]
To be honest, not to sure what kind of unit he will be, But either a Hero Unit or a lesser hero unit. By lesser meaning great offensive + livability stats like a hero but minus any super weapons. Leaning more on the Lesser Hero unit idea maybe letting player have a small squad of elite soldiers, with proper use can wreak havoc in the battlefield. Somewhat like the commandos from C&C Tiberium Dawn, or Shinobi from Japanese faction.

Planned weapons: Precision Rifle, Heavy AT Beam Cannon, C-4 explosives. I'm also thinking of some sort of stun attack which can impair enemy units. But this is all just ideas... Lets see how the balance plays out :)

Seeing how there is no "Hero" In Astral Marines, and a "Tank Ace" in Wyverns faction maybe having a hero per faction may not be the best approach. Maybe shadow wont get a hero. After all they are just mercenaries, not really any Nationality to unite them, just working for money :P
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 27 March 2012, 06:22:07
Very cool. Astromarines does have the forward strike controller as a hero unit.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 27 March 2012, 14:26:39
Very cool. Astromarines does have the forward strike controller as a hero unit.
Your right, Will the Orbital strike be his only ability?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 27 March 2012, 15:41:17
That was my plan but open minded. In my head astromarines is a very unimaginative military faction, cool in a gung ho napalm in the morning way but not fancy - raw firepower before cleverness
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 27 March 2012, 16:18:58
That was my plan but open minded. In my head astromarines is a very unimaginative military faction, cool in a gung ho napalm in the morning way but not fancy - raw firepower before cleverness

That's fine :)  I was just saying that I saw that unit more of an RTO than a "hero". More like a standard soldier who was given the task of pointing out targets for orbital cannon. By hero I mean an individual with a name, or codename uniqe to themselves. (Yes "falcon" is her name though I'm thinking to change it to "kestral" as it sounds better) and someone who a story could be about. Did I make any sense?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 27 March 2012, 19:20:56
Alright, I've slacked enough, so heres a basic tech tree, so far, I feel that I want my infantry to be weaker in general but have some better support options that can dig in, I want the faction to be slower, with inferior infantry, but generally superior armored vehicles.
Buildings:
HQ-Produces Buildozers, "Last Sight", does tech upgrades
Barracks-Infantry training ground, produces soldiers, shocktroopers, tank busters, engineers and scouts, as well as HMG's, mortars, Cannons and a light tank and self propelled light RCL cannon.
Factory-Builds Excavator infantry support vehicles, Drak tanks, "arty can" assault guns, silent Death tank destroyers and Gilgamesh heavy tanks.
Supply depot-same or similar to the current alliance faction storage building.
Research Facility: researches upgrades(to be decided)
Airfield-Builds AOP, Screaming Eagle Fighters, and Demon Attack planes.

Defences:
Pillbox-mg in bunker
Tank Turret-tank turret emplacement based on the Drak tank.
Several support weapons can dig in for added defense.
Units:
Buildozer-Builds and harvests.
Infantry:
Soldier-sort of like Grunt, but weaker weapon and HP can be upgraded to carry a single shot short range rocket longer on a slow EP recharge.
Shocktrooper-better then soldier in many ways but more expensive.
Engineer-Armed with SMG that is great at short range, good armor(for infantry) and a flamethrower.
Scout-Sniper unit with long range weapon and good speed, doesn't have one shot kills but can do great long range damage over time.
Flak Gunner-armed with a pistol and SAM launcher, reasonably weak but does good damage to aircraft, can be used against tanks for lower range and damage.
Infantry Support Weapons:
HMG-like minigun, but slower firing and moving in base form, when dug in, has great HP and better ROF(rate of fire) can also shoot against aircraft.
Cannon-Slower moving howitzer, gives infantry a better chance against tanks, can dig into a gun pit to be placed in a cruciform mount
Mortar-like alliance mortar, but once again, inferior range and damage but better ROF, can be dug in for greater defense.
Vehicles:
Tiny Tim light tank-weak tank thats roughly equal to IFV, better base weapon and armor but no rockets and worse speed can shoot anti air.
Spider SPRCL-reccoilless gun on underarmored chassis, poor armor, HP, ROF, and speed but great range and damage for early game, can deploy for better health and ROF.
Drak Tank-good medium tank with good armor, gun and health but low speed, also more expensive. has a small one shot flamethrower that takes forever to recharge.
Excavator support vehicle-based on the Drak chassis, has machineguns and can shoot against aircraft and infantry, can repair tanks, maybe make defenses and if possible in MG, give infantry a buff.
"Arty Can"-SP gun on Drak chassis, great gun, better armor, but slow and gun can be a waste against infantry, mostly meant against buildings and in a pinch, other tanks.
Silent Death TD-Also based on Drak Chassis, long gun and AAMG for self defense, horribly weak against infantry but eats tanks for breakfast.
Gilgamesh heavy tank-(hopefully) best tank in game, very expensive and slow but great gun and armor, as well as self defense light cannons to mow down infantry, vaguely looks like Tiger (P) model.
AOP-obseration plane, can fight and do light bombing but mostly just for scouting, otherwise crappy.
Screaming Eagle-Fighter, not particularly great but good in large numbers, best for this armies air defense
Demon-Attack plane, sort of like A-10 and devastating but slow and relatively easy to shoot down due to inadequate air-to-air ability
"Last Sight"-Lieutnant Ostrovich's personal modified Gilgamesh tank, very expensive with two special EP base attacks, a charge attack to crush infantry by running them over and a sniping attack that one shot KO's most vehicles, however, he is only one tank and extremely expensive so not a game changer on his own, just like the air/orbital strike isn't.
I know its a long list, and I might be putting the engineer and tank buster infantry into one class. However. the medium tanks are all on one chassis so pretty easy to make. I'll post pics soon, I even have a back story for the tank ace and why he is a terror for enemies.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 28 March 2012, 00:26:44
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http://imageshack.us/g/521/topost.jpg/This is a picture of Ostrovich's "Last Sight II" Once I finish some textures, I'll post pictures of basic Gilgamesh tanks and all the other vehicles. Ostrovich's tank is nearly identical to a normal Gilgamesh other then the double barreled hull 23mm cannon, single roof hatch and "Arty Can" style range finders on the turret. He also utilizes APDSHE ammunition to ensure that no matter how poor the penetration is, it will always wipe out the enemy tank and its crew. Lastly, he has a modified engine that lets his tank go from horribly slow, to just slow :). My backstory for him is basically that he joined the army as a common infantryman but due to a great competence in leadership, he swiftly rose in the ranks and when he requested a transfer to tank command, it was immediately accepted. He commanded the 5 man Drak medium tank, which he called the "Last Sight", due to the crews joke that it would be the last thing the enemy will ever see. This joke soon became reality, as the crew proved to be one of the most capable in the whole Mordovian Army. It came as a shock however, when he was ambushed, and his tank shot out from him by Alliance rocket troopers in an ambush around a large deposit of tall crystals providing perfect concealment. The next time, he wouldn't make such a mistake. Within a week, he was back in a new Gilgamesh tank, fresh off the assembly lines, and he named it the "Last Sight II" in respect to his last tank. He also added the "Death's Tankers" emblem to represent which squadron he was now part of. In a week, he had wiped out 20 enemy vehicles, including several from the newly arrived astro marines troops, who had just recently begun landing their equipment. His finest moment arrived when he turned the battle of three companies into the slaughter of three companies. One of the Alliance's villages was critically situated near a rich crystal deposit and the Mordovians knew that, if they were to advance, it had to be captured. The village was poorly defended, but already, armored columns from all other factions in the area, even the in-experienced shadow troops had struck out to secure the village for themselves. Without waiting for anyone else, Ostrovich warmed up his tank, and drove off into the nights chill, even as the stars above seemed to wink out one by one. As he crossed a hill, he saw the shadow detachment ahead, fighting the astro marines and scattered alliance tanks throughout the village, driving them back and pushing their inexorable advance onward. Like a bolt of Steel, the "Last Sight" ploughed into the assembling Shadow troops blasting apart the tanks and gunning down the infantry, leaving no survivors in its wake. A scorpion tried to deploy, but it was too late, as the 60 ton Gilgamesh smashed into it head on, grinding it under squealing treads, up ahead, the beleaguered astro marines gave a cheer, seconds before one of their Ram tanks was torn asunder by a 130mm round from the Last Sights cannons, now the situation was desperate and the astro marines broke, their famous will to fight to the last blown away by the onslaught of the heavy tank, a lone RPG trooper fired, but the round had no effect, seconds later, he was cut in half by a 23mm shell. Less then 30minutes after ploughing into the Shadow Organizations rearguard, Ostrovich had vanished, having destroyed nearly 20 vehicles and killing dozens of infantry men. A defense against this threat was swiftly organized, as, in great desperation, the remaining Shadow, Marine and Alliance troops banded together to stop this menace, their pleas for air support were turned down, since no commander would risk his planes at night, they would have to last until morning against a shadowy and merciless opponent in an incomparably superior vehicle. The defense was badly coordinated and the first reports of Ostrovich's reappearance came when he smashed through an abandoned house to blast apart some patrolling rattlesnakes. Before help could arrive, the 60 ton beast had dissappeared, leaving a mess behind it. The next report came when an infantry patrol, walking along a side road, suddenly heard a creaking sound coming from an uncertain location. They spun around, looking down the road for the tank they knew must come, but they didn't look over the 4meter hill the road was on. The Last Sight burst over the top, deflecting rifle rounds from its floor armor as it smashed into the desperate infantrymen, running them down in seconds. So, the night wore on, until morning came, and Ostrovich was finally out of ammo, so, in a last act of contempt, he steamrollered the barricade out of the village, ran down two more scorpions and an IFV in his path before heading off down the road. One hour later, the village was in Mordavian hands, the defenders had all scattered, leaving behind nearly 50 vehicles and having suffered nearly 50% casualties to the lone tank.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: MightyMic on 28 March 2012, 01:56:12
Hey guys, I was just thinking about the mines you mentioned it your post. Right before I read that, I was like "It would be awesome if they could make claymores." and then I saw that you were (maybe) planning on mines! I think the way to do it would be to have it's attack (ie blowing up) cost it's max hp and therefore die (Basically a one time turret). You guys probably already know this, but I just wanted to say I think it would be awesome! :thumbup: 
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 28 March 2012, 02:14:18
Well, I'll try it, but the main problem is, that in a mod like this, the mine is always visible, which it wouldn't be in real life, so in this game, you can just shoot the mine, something that should be extremely difficult and unlikely. Thats why I put maybe, I have the model done, but until MG gets cloaking, or it merges with GAE(hint, hint) its extremely difficult to make mines.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: MightyMic on 28 March 2012, 03:37:36
I was thinking about that as well. Though if you made it pretty unnoticeable it would only be a problem against the CPU... or you could give it a separate armor so that bullets don't hurt it but mortars/bombs/explosives do. It'll be tricky because the AI might just sit there firing at the mine until either you come along or a rocket grunt comes along... :confused: a cloaking unit would be easiest...
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 28 March 2012, 04:26:30
Ok so Mines are a really bad idea on a few levels, yes cloaking reasons, and yes ai will target them automatically, but also because each mine is a "unit" normally this is not a problem, however in annex case it is. This is due to the fact Annex's gameplay speed allows you to have much larger armies then megaglest much faster. The engine (mg) was never made to support gigantic armies, and simultaneously having mines, generally a cheap and spam-able defense will quickly overwhelm a computers resources when coupled with your standard units and structures. So i dont think its a good idea even if we did have stealth capabilities. Besides Hp Cost tag doesn't work so mine wouldn't kill itself unless it has a splash radius, and even then its not 100% fool proof.

So first off thank you for making your faction Wyvern! So about your plans here are my feed back:
(click to show/hide)

I think your tech tree is a bit too massive. Or at least it sounds like it in a wall of text :P maybe a chart will make it seem more reasonable :)
Also its really hard to judge without a drawn out tech tree as i cant see things like prerequisites or how late early units are available.

Why can Light Tanks and Self Propelled Artillery be built at the barracks? I can see cannons (field guns i presume) but not Vehicles, perhaps these should be early produceable units at factory?

Why do engineers have a SMG + Flame thrower? A bit redundant as they are both anti infantry?

Careful with bunkers + entrenching infantry, as in theory bunkers are supposed to be heavy armored and the combo could be too difficult to break.

Its hard to say much else cause as its too early to tell how it plays out. But sounds cool!

And cool little story there:
(click to show/hide)
When your faction is finished someone needs to turn this into a scenario :)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: titi on 28 March 2012, 09:39:23
@Wyvern: please open your own thread for your mod.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 28 March 2012, 10:04:24
I tried sky mines in industarons and they didn't really work. Basic idea was to use warhead type and armor type with splash designed to kill itself. In the end the ski mine was built as a build and then morphed to release the mine directly over where the building was.

Re unit resource in annex, the mine could not count as unit but have build limit to prevent over population.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 28 March 2012, 21:52:09
@Titi, sorry for the misunderstanding, but my "mod" is just an addon to annex, not a stand alone thing.
@Ishmaru-The techtree is admittedly big, and the main bigness comes from the infantry portion, but when I compared it to the annex faction, I've got the same amount of defenses, same amount of aircraft and less vehicles, 7 instead of 8. Then theres a massive amount of infantry, so maybe I'll cut that down a bit. But even there I think theres only 2 extras.
The SP gun and Light tank are supposed to be producable from late level 1 to early  level 2 in the barracks, like the IFV, since they're mainly intended to back up infantry rather then other tanks. The SP gun is basically a big RCL on wheels and the Light tank is sort of like the IFV. Its more of a flavor thing, as it doesn't really let you build anything sooner then the other factions.
I'm thinking of combining the engineer and shocktrooper into one unit and the SMG is there so the engineer can protect itself once its out of EP for the flamethrower and waiting to reload.

The bunkers are similar to the pillbox's, but the tank turrets would be weaker against vehicles then the EML turrets. I know the entrenching infantry might be too powerful, but I'll at least want to test it and an extra, say, 100pts of HP probably wouldn't be that bad, especially since otherwise, the unit is the same as its unentrenched form but immovable
I'm glad you liked my story, its vaguely based off of Wittmans attack against the British at Villers-Bocage

I'll be posting textured pics of the Gilgamesh and hopefully the RCL later today.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 29 March 2012, 12:58:35
I'm thinking of combining the engineer and shocktrooper into one unit and the SMG is there so the engineer can protect itself once its out of EP for the flamethrower and waiting to reload.

The bunkers are similar to the pillbox's, but the tank turrets would be weaker against vehicles then the EML turrets. I know the entrenching infantry might be too powerful, but I'll at least want to test it and an extra, say, 100pts of HP probably wouldn't be that bad, especially since otherwise, the unit is the same as its unentrenched form but immovable

Where it is produced doesn't determine its role at least in my mind, but If that's how you want to do it :) We will have to see how it plays out :)
Entrenching infantry should b ok but most infantry are between 40-90 hp so adding 100 hp will double or almost triple hp so keep that in mind. Increases should scale with base hp stats. Or perhaps editing their armor stats may be better?

Oh FYI Flame throwers in Shadow organization do not use Ep and fire constantly so you don't need to have smg if you don't want :P
I have a "flame" attack property all ready put in for next release. Flame are good vs "light" + "structure" very weak vs "heavy"

Some shadow updates:
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[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Shipment_Rig_AD.jpg[/img]
Shadows "Mobile Refinery"
Just a Huge truck

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[img]http://media.moddb.com/images/mods/1/18/17106/Orbital_Strike_Relay_AD.jpg[/img]
Since Shadow does not have an official hero, I needed a unit to carry Shadow's Super-weapon (the Orbital Strike) And Thus This unit was born. You can produce only one at a time and there is a Population cap penalty of 5 when used.

And this should be the last Shadow Vehicle :) Just some infantry and turrets left
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: MightyMic on 29 March 2012, 18:21:20
Awesome! :thumbup:  Can't wait ;D
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 29 March 2012, 19:12:56
I want EP for flamers because I feel that having them constant is a tad over powered. I'm also revising the above list so look at the infantry section, thats gonna change quite a fair amount
Oh, and just wondering, how powerful is the orbital strike relay does it KO everything it hits or does it just have huge Splash damage?
And as to the entrenching, the entrenchement could increase their health by 50 amount BUT would come at the cost of an armor change to light armor, making them far more susceptible to tank cannons while increasing resilience to infantry weapons

A quick comment, I try to run Annex2 on my desktop but it runs extremely slow, no matter how low I make the settings and on Linux, it always pops up with some sort of error message and dies, is there any way to fix this
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 30 March 2012, 04:48:09
Awesome! :thumbup:  Can't wait ;D
Thanks!

Oh, and just wondering, how powerful is the orbital strike relay does it KO everything it hits or does it just have huge Splash damage?

Orbital strike has a splash radius of 3 and does heavy damage 850 i believe. It ko's any unit/structure (except refineries which are resistant to supers) with a direct hit and does heavy damage to any unit up to 3 squares around it. Weaker but charges faster than nukes. Nukes have a raidus of 10 for 850 damage.

Quote
And as to the entrenching, the entrenchement could increase their health by 50 amount BUT would come at the cost of an armor change to light armor, making them far more susceptible to tank cannons while increasing resilience to infantry weapons

Yea try "heavy" or "defense". Heavy is resistant to light weapons/siege/fire but vulnerable to shell + energy weapons.  Defense is resistant to light/ shell/ and energy weapons but vulnerable to fire and siege weapons. (FYI Fire attack type will be in next release)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 30 March 2012, 14:58:12
and how fast does the orbital strike recharge, and can it kill a person's HQ position, this would suck since it mean you can't produce workers and lose

Oh, and why are tanks so bad against infantry, I lost nearly 100HP off of my tank to one mini gunner because of how fast he was recharging his health
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 30 March 2012, 15:25:23
and how fast does the orbital strike recharge, and can it kill a person's HQ position, this would suck since it mean you can't produce workers and lose

Oh, and why are tanks so bad against infantry, I lost nearly 100HP off of my tank to one mini gunner because of how fast he was recharging his health

Refinery/Shipment Centers are the HQ's and they are resistant to Super weapons. They would take severe damage but no instant ko.
And any unit with "Shell" weapon property are not effective vs infantry. Its all to keep units balanced.

BTW mini gunners are female :P
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 30 March 2012, 18:35:40
Well, despite balance, I don't feel a tank should suffer massive damage from a weapon that would scratch its paint at best. At least the infantry regen should be somewhat reduced. As for the minigunner, sorry 'bout that I never produce infantry as a rule, the first unit I ever produce is IFV's and I never actually zoom in to see what the units look like, oh well.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 30 March 2012, 22:11:14
Minigunners do scratch damage but with their high rate of fire. Light weapons olny do 0.4% damage to heavy armor - 15 armor points. Damage you saw come from the splash + high rate of fire.

Without hp regen infantry would die to quickly.

I like infantry the way they are :)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 31 March 2012, 02:41:25
Thats fine, i'll see how much regen to give my infantry, they're supposed to be a little worse though, so probably less regen
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 1 April 2012, 03:36:11
Thats fine, i'll see how much regen to give my infantry, they're supposed to be a little worse though, so probably less regen
Cool still waiting on those screens :P

Shadow Development:

Orbital strike Particle FX WIP:
(click to show/hide)

Infiltrators Ingame:
(click to show/hide)

Quick Screen of an Infiltrator team using an Alliance Squad as Target practice. Also Improved blood effects, no more red circles :P

Infiltrators' precision rifle is quite devastating vs infantry, however the rifle's low rate of fire can let Infiltrators be easily overwhelmed.
Their Beam Cannon can easily take out an tank but their shots take a while to recharge as well. Infiltrators fall easily to turrets, especially Gun Turrets.

Campaign mode?

(click to show/hide)

Upon Next release there should be new scenarios to play. I'm going to try to put together a little "campaign" with increasing difficulty, and slowly introducing players to the units. I'm not a good LUA coder so nothing extravagant, probably be like Tiberium Dawn like, simple objective with out narrative. The idea is getting players to use whats available to them in hope they will learn ways to use units effectively.

Maybe someday Annex will get a Proper Story Mode, but that's long down the road.

PS Screen is from Shadows' second scenario. Find and destroy secret Alliance Base with just Two Raider bikes and some Infantry.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 6 April 2012, 04:24:19
I guess everyone is sick of all my updates... Well for those of you who aren't heres two more:

New unit Flame Turret:
(click to show/hide)

Shadow's equivalent of Alliance's Gun Turret. Flame turrets are more expensive, but does more damage and have more hp than Gun Turrets.

New unit WASP:
(click to show/hide)

A flying infantry unit, WASP are essentially a flying infantry version of the Alliance MRLS. They shoot a barrage of incendiary rockets at either ground or air targets. They are the most effective vs structures + Light vehicles. Being an infantry unit dont expect them to have much armor :P. Produce-able at the Barracks + Hangar but require both to produce.

Sort of inspired by various Mecha Musume characters, though not trying to specifically mimic any type of military hardware.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 6 April 2012, 07:34:46
Freaking awesome

The wasp is really clever
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 7 April 2012, 04:34:15
the wasp looks cool and so does the flamer turret, is the range on the flamer shorter, it probably should be inferior to a machine gun, right?
Here's two of my models, nearly all models are finished by now, but I've been really lazy on texturing so have little to post that looks somewhat finished. Here's an AOP, it has slow movement for an aircraft, high sight range, a forward and rear mg for self defense, though the rear mg is useless in glest because glest doesn't offer turrets. It also has a small napalm tank under its fuselage to make small scale bombing and anti infantry attacks.
Code: [Select]
http://imageshack.us/photo/my-images/710/aop2.jpg/And here's the Silent Death tank destroyer, outfitted with a 107mm Hyper Velocity cannon capable of punching through any armor, it does in fact, pack just as much armor piercing punch as the Gilgamesh, though it has inferior HE characteristics. It possesses disruptive camouflage and outranges most, if not all standard direct fire weapons. Interestingly, it is based on the Drak Tank but the cannon faces backward, in a similar fashion to the spade on the excavator. The engine is also in the rear and the tank hunter is completely reconfigured to go forward when theoretically going backward
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 7 April 2012, 06:19:44
Freaking awesome
The wasp is really clever
the wasp looks cool and so does the flamer turret, is the range on the flamer shorter, it probably should be inferior to a machine gun, right?
Thank You! Some sort of flying infantry, was something I always wanted to include with Annex. However the original idea was more a flying mini-gunner, which really wasn't very useful, nor did it fit with the Alliance theme i had going. Shadow benefits more with the flying infantry as they have no other siege weapons other than Wasp, and fits the light armor but heavy attack theme I had going with Shadow.

The original idea was to have Flame turrets range be 6 but a turret having less than 9 range means that  EML Walkers + Eml Grunts, Rocket Pods, Destroyers, Infiltrators, MRLS, Scorpions (Siege Mode), Scorpion Tanks (Assault Mode), and Mortar Grunts can attack outside the turrets attack range Which really limits the usefulness for the turret, so I decided to leave it at 9. Other Flame units have attack ranges of 5-6.

Cool units!
Code: [Select]
http://imageshack.us/photo/my-images/710/aop2.jpg/
(click to show/hide)

Even if its a cheap scout plane would a propeller plane really fit in a world with Laser Tanks, Jetpack Infantry, and Giant walking Tanks? But I guess it fits with the WW2 military theme you got going :) The plane probably wouldn't be very fast, compared to Harriers + Hunters.

Do you think treads on Silent Death are a bit small? The tank looks a bit on the heavy side.

I can say you put a lot of back story/tech info into your faction which is very cool.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Coldfusionstorm on 7 April 2012, 12:59:45
Code: [Select]
http://imageshack.us/g/521/topost.jpg/This is a picture of Ostrovich's "Last Sight II" Once I finish some textures, I'll post pictures of basic Gilgamesh tanks and all the other vehicles. Ostrovich's tank is nearly identical to a normal Gilgamesh other then the double barreled hull 23mm cannon, single roof hatch and "Arty Can" style range finders on the turret. He also utilizes APDSHE ammunition to ensure that no matter how poor the penetration is, it will always wipe out the enemy tank and its crew. Lastly, he has a modified engine that lets his tank go from horribly slow, to just slow :). My backstory for him is basically that he joined the army as a common infantryman but due to a great competence in leadership, he swiftly rose in the ranks and when he requested a transfer to tank command, it was immediately accepted. He commanded the 5 man Drak medium tank, which he called the "Last Sight", due to the crews joke that it would be the last thing the enemy will ever see. This joke soon became reality, as the crew proved to be one of the most capable in the whole Mordovian Army. It came as a shock however, when he was ambushed, and his tank shot out from him by Alliance rocket troopers in an ambush around a large deposit of tall crystals providing perfect concealment. The next time, he wouldn't make such a mistake. Within a week, he was back in a new Gilgamesh tank, fresh off the assembly lines, and he named it the "Last Sight II" in respect to his last tank. He also added the "Death's Tankers" emblem to represent which squadron he was now part of. In a week, he had wiped out 20 enemy vehicles, including several from the newly arrived astro marines troops, who had just recently begun landing their equipment. His finest moment arrived when he turned the battle of three companies into the slaughter of three companies. One of the Alliance's villages was critically situated near a rich crystal deposit and the Mordovians knew that, if they were to advance, it had to be captured. The village was poorly defended, but already, armored columns from all other factions in the area, even the in-experienced shadow troops had struck out to secure the village for themselves. Without waiting for anyone else, Ostrovich warmed up his tank, and drove off into the nights chill, even as the stars above seemed to wink out one by one. As he crossed a hill, he saw the shadow detachment ahead, fighting the astro marines and scattered alliance tanks throughout the village, driving them back and pushing their inexorable advance onward. Like a bolt of Steel, the "Last Sight" ploughed into the assembling Shadow troops blasting apart the tanks and gunning down the infantry, leaving no survivors in its wake. A scorpion tried to deploy, but it was too late, as the 60 ton Gilgamesh smashed into it head on, grinding it under squealing treads, up ahead, the beleaguered astro marines gave a cheer, seconds before one of their Ram tanks was torn asunder by a 130mm round from the Last Sights cannons, now the situation was desperate and the astro marines broke, their famous will to fight to the last blown away by the onslaught of the heavy tank, a lone RPG trooper fired, but the round had no effect, seconds later, he was cut in half by a 23mm shell. Less then 30minutes after ploughing into the Shadow Organizations rearguard, Ostrovich had vanished, having destroyed nearly 20 vehicles and killing dozens of infantry men. A defense against this threat was swiftly organized, as, in great desperation, the remaining Shadow, Marine and Alliance troops banded together to stop this menace, their pleas for air support were turned down, since no commander would risk his planes at night, they would have to last until morning against a shadowy and merciless opponent in an incomparably superior vehicle. The defense was badly coordinated and the first reports of Ostrovich's reappearance came when he smashed through an abandoned house to blast apart some patrolling rattlesnakes. Before help could arrive, the 60 ton beast had dissappeared, leaving a mess behind it. The next report came when an infantry patrol, walking along a side road, suddenly heard a creaking sound coming from an uncertain location. They spun around, looking down the road for the tank they knew must come, but they didn't look over the 4meter hill the road was on. The Last Sight burst over the top, deflecting rifle rounds from its floor armor as it smashed into the desperate infantrymen, running them down in seconds. So, the night wore on, until morning came, and Ostrovich was finally out of ammo, so, in a last act of contempt, he steamrollered the barricade out of the village, ran down two more scorpions and an IFV in his path before heading off down the road. One hour later, the village was in Mordavian hands, the defenders had all scattered, leaving behind nearly 50 vehicles and having suffered nearly 50% casualties to the lone tank.

This sounds as a certain World War 2 tale ima right?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 7 April 2012, 15:37:57
yeah, ostrovich is somewhat based on michael wittman and his joyride into villers bocage.
I'm going for an outdated but practical theme for my army and so the vehicles don't look nearly as modern as the other factions, they make up for this in armor and firepower.
I'll see about widening the tracks on the TD, I agree that they're kinda thin.
Yes the AOP has a propeller but on the other hand, this isn't even all that out of whack with modern times, the OV-10 bronco observation plane is turbo prop driven and many of the various cessna spotters in vietnam carried napalm and machineguns for strafing. The requirement for a spotter is usually slow, stable and maneuverable.

I'll try to post more updates soon.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 7 April 2012, 20:19:19
I found some problems with the xml's/data for the space marines that prevented them from running on linux, one was something minor in the smoke xml for the factory, where it had three punctuation marks rather then two and the second was that the .wav file for lasers was capitalized, making it not work on linux. here's the fixed up xml's for linux users, It already runs fine for windows and isn't changed from Mr Wars faction, just some troubleshooting, thanks
Code: [Select]
http://www.gamefront.com/files/21521175/marines_data.7z
http://www.gamefront.com/files/21521190/astro-marines.7z

Edit: Oh, and Ishmaru can I borrow your Alliance IFV or Tank model for my faction, I decided to add some captured piece of equipment that the Mordavian's use for infiltration and though this will have little in game effect, I feel it would come as a cool perk

Edit Number 2:
Code: [Select]
http://imageshack.us/photo/my-images/3/spider4p.jpg/Heres several pictures of my Spider RCL, it comes out of the barracks and packs a serious, if underarmored, punch. Though poorly armored, it can deploy for greater ROF and armor from the increased stability. Its cannon is pretty good against enemy vehicles and buildings, but its armor is worse then an IFV's, meaning that it rolls in, fires its 123mm RCL and pulls out of range, or it helps augment the early game defenses, which only consist of MG bunkers, as this faction lacks any form of rocket or dedicated AT bunkers, but rather entrenched unit forms and a late game tank turret.
A last question for Ishmaru. As your not using the MG bunker any more for the Alliance faction, I wanted to ask, can I use it for the Mordavian faction, I always felt it would suit their faction well and this saves me the time of makign a pillbox, though I might edit some things on it.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 9 April 2012, 19:26:29
Hi sorry for late reply Wyvern, thanks for the bug fixes!

The spider RCL looks cool! Keep in mind most long range weapons have no armor, and if one does its only 5.

Its fine if you want to use tank or ifv as captured units but b sure to credit me for whichever units you use.  Though the purpose might be ruined due to team color being noticeable

I actually am useing the old bunker for the empire as a missile bunker.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 9 April 2012, 23:21:51
The Spider is not exactly an artillery and not super long ranged, aka, it doesn't outrange the Mortar, but it does outrange infantry and maybe the tank by something like 1 space.

I'm still debating the use of captured vehicles but I'm glad its okay to use them if needed :)

As for the bunker, thats fine, I don't really mind, I'll just make my own.

Another thing I want to mention, my base infantry models done and I started texturing. Its probably gonna be a similar model for every infantry unit. I also decided to remove the mortar as its kinda redundant with the howitzer there. Instead of a flamethrower, engineers are gonna have a bunker buster cannon that fires EP based explosive shells. They'll just keep the SMG for self defense as previously mentioned.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 10 April 2012, 04:30:18
Another thing I want to mention, my base infantry models done and I started texturing. Its probably gonna be a similar model for every infantry unit. I also decided to remove the mortar as its kinda redundant with the howitzer there. Instead of a flamethrower, engineers are gonna have a bunker buster cannon that fires EP based explosive shells. They'll just keep the SMG for self defense as previously mentioned.

Ok sounds good, Looking forward to seeing your infantry units textured :)

New Unit, "Rocket Turret" (shadow):
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Rocket_Turrets_Ingame_AD.jpg[/img]
Same as Alliance, but with a different appearance.

With the completion of the Rocket turret, I'm going to say that the Shadow Organization is complete (at least unit wise) Now just some balance tweaks + some optimization. Sorry but i cant confirm a release date yet as there is still much else needs doing outside the faction its self. Also trying to wait for next MegaGlest release to take advantage of some new features, such as save games + multiplayer scenarios.
(click to show/hide)

Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 11 April 2012, 06:42:02
Gorgeous, love it.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 11 April 2012, 16:39:48
Thanks Mr War!

Here are Updated Build Trees:

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Build_Tree_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Shadow_Build_Tree_AD.jpg[/img]
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 11 April 2012, 16:59:25
Hey, I wanted to mention this, in games against AI, the AI often produces flak vehicles but then sends them straight into my line of defenses since they can't attack ground units, could you give the flak vehicles some form of ground defense so that they're not just sitting ducks, a hull MG or something for the alliance and marine SAM systems would be fine and the shadow vehicle could use its cannons against ground targets, if it can't do so already. I know it might seem to make some units overpowered but the way the AI uses them right now really isn't all that fun
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 11 April 2012, 19:13:55
Hey, I wanted to mention this, in games against AI, the AI often produces flak vehicles but then sends them straight into my line of defenses since they can't attack ground units, could you give the flak vehicles some form of ground defense so that they're not just sitting ducks, a hull MG or something for the alliance and marine SAM systems would be fine and the shadow vehicle could use its cannons against ground targets, if it can't do so already. I know it might seem to make some units overpowered but the way the AI uses them right now really isn't all that fun

It never really bothered me that the ai does that, but either way the ai will always have issues with anti air.

Problem is Either I leave them and they do as you say, or I give them weak antiground weapons and they focus more on ground units ( I've seen this happen with the harrier). I think that somehow anti air units should retreat from ground units. Maybe ill as mg devs if this is possible.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 13 April 2012, 21:21:52
Beta release of Astro-Marines supporting faction. Still a few things to do such as some Upgrade icons, and a few upgrade-tree tweaks but overall this is close to finished.

Gameplay feedback welcome. As before two folders (7zip):
Faction folder. Unzip in \base_battle\factions\ of Annex:
Code: [Select]
http://www.sendspace.com/file/yab7uoData folder. Unzip in \base_battle\ folder:
Code: [Select]
http://www.sendspace.com/file/e7g1m6
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: MightyMic on 14 April 2012, 00:00:15
It can't find the attack type sniper... (for the Ghost Sniper)  :'( and I was looking forward to a game with the updated Astro-Marines. JK I just changed it back to siege, which is what it was before  ;)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 14 April 2012, 02:39:28
Beta release of Astro-Marines supporting faction. Still a few things to do such as some Upgrade icons, and a few upgrade-tree tweaks but overall this is close to finished.

Gameplay feedback welcome. As before two folders (7zip):
Faction folder. Unzip in \base_battle\factions\ of Annex:
Code: [Select]
http://www.sendspace.com/file/yab7uoData folder. Unzip in \base_battle\ folder:
Code: [Select]
http://www.sendspace.com/file/e7g1m6
Edit Ghost Sniper XML - Change attack type from sniper to siege.

Screen Shots:
Code: [Select]
[img]http://img256.imageshack.us/img256/3371/astromarinesbymrwar4.jpg[/img]
[img]http://img823.imageshack.us/img823/4760/astromarinesbymrwar2.jpg[/img]

It can't find the attack type sniper... (for the Ghost Sniper)  :'( and I was looking forward to a game with the updated Astro-Marines. JK I just changed it back to siege, which is what it was before  ;)
That was my mistake, there will be a sniper attack type in next release :)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 19 April 2012, 16:48:18
wow awesome! :D
didn't expect the astro marines to fit into the annex world so good. good work, guys!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 20 April 2012, 05:26:04
wow awesome! :D
didn't expect the astro marines to fit into the annex world so good. good work, guys!

Astro Marines is all MrWar's doing :) I just gave some opinions on balancing.

Ok here is a little bonus:
(click to show/hide)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 30 April 2012, 21:23:20
I don't know if its a bug in annex beta 2 but when i tried to create a scenario-translating file, it isn't used.
any ideas?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 1 May 2012, 00:26:08
I don't know if its a bug in annex beta 2 but when i tried to create a scenario-translating file, it isn't used.
any ideas?

If you are trying to translate my senarios there is nothing to translate, as I'm such a poor lua scripter that there are no dialoges in any mission so there nothing to translate...

If you are makeing your own dialoges, or scenarios then I wouldent know why they aren't read...
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 6 May 2012, 18:53:59
 >:(

  :P hm thats bad... maybe its fixed in the next annex version
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 7 May 2012, 02:02:56
Maybe, though every scenario has the same victory/defeat rules as custom games, so I figured dialogues were not necessary...
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: ElimiNator on 7 May 2012, 03:25:53
To make a scenario feel like a mission or something more than a reg game you should have a dialogue pop up saying something like: The rebels are growing too strong, destroy all the rebel camps."
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 7 May 2012, 18:55:28
To make a scenario feel like a mission or something more than a reg game you should have a dialogue pop up saying something like: The rebels are growing too strong, destroy all the rebel camps."

I guess, I'm a rather lame writer though ;)

Someday I will write a script for a full Campain mode, but that's after core factions are complete, and if people are still interested by then.

I think there will only be three core faction: East Ocean Alliance, Shadow Organization, & Neo Republic.

Im planning on droping the Empire Faction. Replaceing it with Neo Republic.
Title: Astro Marines for Annex Beta 2
Post by: Ishmaru on 11 May 2012, 02:49:06
Next Beta of Astro Marines by Mr War + Current development version of Alliance Faction available now. (Tech Tree only requires manual install)

http://www.youtube.com/watch?v=uWXWV_AAq8E

(click to show/hide)

DOWNLOAD:
Techtree Only. Requires Annex Beta 2 (above)
Comes with development version of the Alliance Faction (for Beta 3).

http://dl.dropbox.com/u/57357349/astro_marines.zip
download and unzip. Place astro_marines folder into techs folder in main annex directory.

Changes to the Alliance Faction:
(click to show/hide)
-Aircraft now have a population cap, four aircraft are allowed per hanger, while only able to build two hangars per player. (this applies to Astro Marines as well)
-Scouts can only be produced after you have upgraded Advanced Weapons, also they cost more and are now limited to 3,
-Removed Bomber unit, Harriers now drop bombs + shoots anti air missiles instead.
-Falcon's special beam attack is replaced with an Airstrike Ability. Airstrike spawns a single Stingray Bomber (for 300 EP, Tech Lab Required) which drops powerful energy bombs. Stingrays loose 20 hp each tick and leave the battlefield when hp=0. Stingrays can be attacked to reduce time available. Stingrays cannot be repaired. Falcon still has her Nuke Ability.
-Grunts do more damage.
-Falcon has more Hp + a new texture
-Shell light does slightly more damage to light armor types (infantry)

Enjoy! + Feedback welcome!
Special Thanks to Mr War!

PS: This Techtree will not work with Headless Server (I don't believe)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: John.d.h on 11 May 2012, 05:39:57
Brilliant.  Annex is really a credit to the MegaGlest engine and what it can do.

One minor thing I'd like to point out, though -- some of the sound effects (like those rocket pods) can turn into a droning roar if there are too many going at once.  For reference, listen from 0:30 to 0:42 of that video.  Maybe that could stand to be reduced a bit.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 12 May 2012, 09:39:40
Maybe, though every scenario has the same victory/defeat rules as custom games, so I figured dialogues were not necessary...
i don't wanted to say that its wrong that YOU don't make any dialogues. I wanted to say that i can't do any
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 12 May 2012, 18:08:09
Maybe, though every scenario has the same victory/defeat rules as custom games, so I figured dialogues were not necessary...
i don't wanted to say that its wrong that YOU don't make any dialogues. I wanted to say that i can't do any

Oh, well I. Made some introduction dialogues for senarios and it worked just fine for me...

Brilliant.  Annex is really a credit to the MegaGlest engine and what it can do.

One minor thing I'd like to point out, though -- some of the sound effects (like those rocket pods) can turn into a droning roar if there are too many going at once.  For reference, listen from 0:30 to 0:42 of that video.  Maybe that could stand to be reduced a bit.

Thanks johndh! Yes those sounds maybe could be reduced a bit.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Baŝto on 13 May 2012, 13:03:32
astro_marines crashes MegaGlest on linux.

Please rename all .WAV files to .wav … linux is case sensitive.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 13 May 2012, 16:19:18
Yeah, my "update" fixed this problem, along with some others. hopefully Mr War or Ishmaru will fix it soon
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 13 May 2012, 17:47:42
Yeah, my "update" fixed this problem, along with some others. hopefully Mr War or Ishmaru will fix it soon

Ok my mistake with .WAV ill fix that but what are the other issues?
Title: Astro Marines for Annex Conquer the World
Post by: Ishmaru on 14 May 2012, 04:30:13
Ok should be fixed now! Linux users please test so I can upload to Moddb, Thank you!
http://dl.dropbox.com/u/57357349/astro_marines.zip

Next Beta of Astro Marines by Mr War + Current development version of Alliance Faction available now. (Tech Tree only requires manual install)

http://www.youtube.com/watch?v=uWXWV_AAq8E

(click to show/hide)

DOWNLOAD:
Techtree Only. Requires Annex Beta 2 (above)
Comes with development version of the Alliance Faction (for Beta 3).

http://dl.dropbox.com/u/57357349/astro_marines.zip
download and unzip. Place astro_marines folder into techs folder in main annex directory.

Changes to the Alliance Faction:
(click to show/hide)
-Aircraft now have a population cap, four aircraft are allowed per hanger, while only able to build two hangars per player. (this applies to Astro Marines as well)
-Scouts can only be produced after you have upgraded Advanced Weapons, also they cost more and are now limited to 3,
-Removed Bomber unit, Harriers now drop bombs + shoots anti air missiles instead.
-Falcon's special beam attack is replaced with an Airstrike Ability. Airstrike spawns a single Stingray Bomber (for 300 EP, Tech Lab Required) which drops powerful energy bombs. Stingrays loose 20 hp each tick and leave the battlefield when hp=0. Stingrays can be attacked to reduce time available. Stingrays cannot be repaired. Falcon still has her Nuke Ability.
-Grunts do more damage.
-Falcon has more Hp + a new texture
-Shell light does slightly more damage to light armor types (infantry)

Enjoy! + Feedback welcome!
Special Thanks to Mr War!

PS: This Techtree will not work with Headless Server (I don't believe)
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 22 May 2012, 00:19:46
Here is some Media spam of Annex Development. Most is New Units for the Third faction Neo Republic, with some Alliance unit re designs at the end

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Goblin_IFV_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Neo_Sabre_V2_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Factory_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Refinery_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Barracks_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Heavy_Troop_Crawler_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Grunt_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_EML_Grunt_AD.jpg[/img]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Hero_Kestrel_AD.jpg[/img]
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 22 May 2012, 01:42:17
This is inspirational for me, since I haven't had time to work on anything because I have AP and Finals testing. I really like your new models, they seem more serious and militaristic. The new units all looks really good.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 23 May 2012, 12:55:34
This is inspirational for me, since I haven't had time to work on anything because I have AP and Finals testing. I really like your new models, they seem more serious and militaristic. The new units all looks really good.

Thank you!   Hopefully we see more screens of your faction soon :)

So another quick update, I'm thinking of removing rocket grunts from the Alliance faction, to better balance out with the Shadow organization, which is severely under-gunned in early tier battles. So Ill remove Rocket grunts and may give Mini-Gunners the ability to attack air targets.
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 5 June 2012, 14:50:21
Ok some more Annex development news.

Finally the Alliance Striker has been updated:
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Striker_V2_AD.jpg[/img]
As per request from Wyvern Strikers now carry a machine gun, which can be used vs ground units. Shadow's alternative: "Swatters" now carry a side mounted TOW Rocket for ground units. With that is also a re-balancing of Air units, where now air units have no armor + lower hp and slightly less attack range. Also both factions now have two standard infantry that can attack air units: Alliance- Rocket Grunt + Mini-gunner , and Shadow - RPG Trooper + Rocket Pod.

Nearly all Alliance units have new textures to match the camouflage of the Swatter.
(click to show/hide)

New tileset! Snow
Code: [Select]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Snow_WIP_1_AD.jpg[/img]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Snow_WIP_2_AD.jpg[/img]

Still a WIP, and yes I know there should be snow on trees I'm working on that :)

New Techtree Options:

Mode Assault - In this mode you cannot build/repair a base, instead you start with A refinery, 2 factories, 2 barracks, 2 Harvesters, and a hangar. All units are available without progressing through a techtree, but super weapons (Heros, Nukes, Orbital Strikes) are disabled. Supplies resource requirements are ignored. All structures Regen Hp slowly. Crystals last longer.

Ready For War - In this mode you start with a small base and army, and you start with "Advanced Weapons" already upgraded. Another good mode for those wanting to go straight into combat

Insanity - Essentially the same as "Unlocked" where all units require no prerequisites, and are available at the start. However there is one major difference: You can build all units from all factions! Have fun finding unit combinations!

Infantry-Only - No vehicles. This mode have been available since beta 1, but now this mode you have a mix of Shadow + Alliance infantry (in one faction) to choose from. In order to use units you must unlock them by purchasing specific upgrades from your Refinery. All structures HP have been adjusted to for balance.


Tech lv 1-5
Tech lv 1-4
Tech lv 1-3
Tech lv 1-2
Tech lv 1


Play with only units of a certain technology level. This is mainly used for Scenarios for a more C&C feel but they are there if you want them :)
Note: These modes replace the old "Tier 1"  and "Tier 1 and 2"  options

More Scenarios!
  Putting together a group of Scenarios that progress in both Technology level + Difficulty, making a sort of campaign like experience. Aiming for at lest 10 per faction.  Note: This is not a full story based campaign though, this wont come till after all three factions are complete!
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Hagekura on 7 June 2012, 17:13:10
Cool, Is next release of the annex is close?
Will it includes Astro Marines faction?
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 10 June 2012, 02:08:17
Cool, Is next release of the annex is close?
Will it includes Astro Marines faction?

Yes I believe all that is left to do are scenarios and maybe more maps. So release should be soon, hopefully. However annex uses functions in svn so I may wait till next MG release for a more stable base.

As for Astro Marines as well as any other faction made for annex (aside the main 3) will be in annex' mod menu, if they work (I'm having issues atm)

Title: Annex Release 3 Trailer
Post by: Ishmaru on 15 July 2012, 18:24:11
http://www.youtube.com/watch?v=i4BuAVkELK4

So I apologize for my updates being almost half a year apart, but this is all to try to give the best experience out of each update. But I have good news! A new release should be coming soon! The core game itself is done, all that's left is updating the annex_guide.jpg (or just making a new pdf) with some documentation updates.

Unfortunately, the next official release of MegaGlest may be several months away so I've made the decision to release on the more dated 3.6.0.3, with plans to update to next version when available. So some new features like save games, & Gama (Brightness) settings will be unavailable. There is also a noticeable bug that hinders scorpion tanks form transforming unless the player has double the cost of the unit, this is fixed in MG svn.

But there is still a lot of great new things coming for next release:

Many game-play tweaks to increase fun of the game:
Aircraft rebalancing, Aircraft limited to 3 per hangar, but built faster.
Ground to air units now carry weapons for ground combat.
Alliance Harrier + Bomber combined to one unit.
Hero unit has new superweapon ability: Air Strike
+ many Fun and Unique units to new faction such as Shield Generators, Orbital Strike Relays, Jetpack Infantry, + Infiltrators to name a few.

New Revised Models + Skins for Alliance Faction!

New Faction: Shadow Organization!

New Maps!

New Tileset: Snow!

Some 6 player Maps!

30 scenarios!

12 game modes:

Base Battle
Tech Lv 1
Tech Lv 1-2
Tech Lv 1-3
Tech Lv 1-4
Tech Lv 1-5
Infantry Only
Insanity
Pre-Deployed
Unlocked
Mode Assault
Ready for War

Mods menu:
Allows user made content to be downloaded and installed from one place. Players could download  extra maps, scenarios, or factions such as the “Astro Marines” faction, made by an Annex fan. I also may release extra modes or public beta modes/factions through this menu as well. I will post up any Mods menu updates here.

No longer shares Megaglest chat lobby. Annex now has its own private lobby.

Bonus video:
Shadow Organization: Infiltrator unit video:

http://www.youtube.com/watch?v=yC5p1iy-EW8
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 23 July 2012, 10:15:35
you're a mashine, ishmaru  :D

hoping for bad weather when it's done
Title: Re: Annex: BETA 2 IS OUT!!! LINUX, PC, OSX!
Post by: titi on 23 July 2012, 14:36:37
Looking at the first video I see you are a really really good player!
I hope Derek or uuu will play vs you in annex so you can show them how to loose  8)
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 23 July 2012, 17:32:29
SO big news!  Annex: Conquer the World Release 3 is now out! Check out first post!

you're a mashine, ishmaru  :D

hoping for bad weather when it's done
Ha ha treba, hopefully you have bad weather today :P

Looking at the first video I see you are a really really good player!
I hope Derek or uuu will play vs you in annex so you can show them how to loose  8)

I wonder if they do play Annex! Hopefully I can have a multi-player session now!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 26 July 2012, 11:40:51
just had a short look on it (don't want to spent too much time in front of the computer atm) and it looks awesome =)
especially the new tileset, winter, is really good, as it's much brighter than the other ones.
also i guess i'll have fun with shadow, being so close to good old nod
headless server is updated, looking forward to see you guys there soon!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 28 July 2012, 17:58:12
just had a short look on it (don't want to spent too much time in front of the computer atm) and it looks awesome =)
especially the new tileset, winter, is really good, as it's much brighter than the other ones.
also i guess i'll have fun with shadow, being so close to good old nod
headless server is updated, looking forward to see you guys there soon!

Thanks for updating headless, and Shadows is a lot of fun! Glad you like it so far! I hope to see players online soon!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 28 July 2012, 23:14:47
Great Annex 3 !!!! (http://www.mamasworld.de/images/smilies/smilie_happy_301.gif)

We played 4 Multiplayer games today!  :O
I like the W A S P Unit  :D

but,

I think the shadow faction isn't good enough because (ok its only a bit unbalanced/Maybe i didn't played enough [we played both alliance and shadow]):
-you can't build the hangar after adv_weapons
-It has no hero

and the glest.ini in the linux version isn't  completed
for example
Code: [Select]
IRCChannel=#annex-lobbyis missing and much more!!!!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 29 July 2012, 16:38:24
Great Annex 3 !!!! (http://www.mamasworld.de/images/smilies/smilie_happy_301.gif)

We played 4 Multiplayer games today!  :O
I like the W A S P Unit  :D

but,

I think the shadow faction isn't good enough because (ok its only a bit unbalanced/Maybe i didn't played enough [we played both alliance and shadow]):
-you can't build the hangar after adv_weapons
-It has no hero

and the glest.ini in the linux version isn't  completed
for example
Code: [Select]
IRCChannel=#annex-lobbyis missing and much more!!!!


Thank you for the Feed back! I like WASPs too!

What are others opinion of shadow does anyone else feel that shadow is weak?

Shadow doesn't have a hero unit, but does have special units that do the job of one. In particular, Infiltrators can be incredibly devastating, and shadow organization has the Orbital strike unit, and the Shield Generator.

While the Alliance has the Ability to produce gunships just after advance weapons, Gunships are not as study as they use to be and are easily killed by Anti-Aircraft weapons, so I don't feel as tough that advantage is too big of a problem. Not to mention that when Shadow finally gets its air units they are very devastating!

Maybe Scorpion tanks should be cheaper. And infiltrators need less hp.

As for the Linux INI issues,

Ill fix Ini, Missing Faction Preview, and not connected to proper lobby.

There is another problem with unlocked mode, Alliance cannot produce harriers with out tech labs, which is wrong, so debating if I should just fix glest.ini issues or do another full release (release 3.1 or something) to fix tech tree issue.
Which would people prefer?
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 30 July 2012, 18:21:37
Ok went ahead and updated downloads of Linux 32 + Linux 64 bit with the fixed glest.ini

The problem was that, in the packaging of Linux version of Annex: Conquer the World, which game lobby connected to that of MegaGlest. The error was a simple line of code in the glest.ini which was left out. This only affects Linux versions downloaded before July 30. (downloads after July 30 are labeled annex_release_3a)

To fix it manually you can download a replacement glest.ini file here: http://annex.megaglest.org/releases/Linux_glest.ini_fix.zip
unzip and replace glest.ini in main annex directory

Or you can simply re-download Linux 32 or 64 bit versions of Annex, (those are already fixed)

Hope that helps!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Hagekura on 4 August 2012, 07:44:45
I've pleyed annex release 3. It's totally awesome. :scientist:
I'm playing alliance scenarios right now. they are very fun. I'm sincerely hope that mg will introduce campaign mode.
but for now I have only one complaint about one of that scenarios, about the "A5 death from above" scenario. In the scenario, after every engagement with enemy, I had to back my damaged vehicles at start point for repairing. It's a pain.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 5 August 2012, 17:26:53
I've pleyed annex release 3. It's totally awesome. :scientist:
I'm playing alliance scenarios right now. they are very fun. I'm sincerely hope that mg will introduce campaign mode.
but for now I have only one complaint about one of that scenarios, about the "A5 death from above" scenario. In the scenario, after every engagement with enemy, I had to back my damaged vehicles at start point for repairing. It's a pain.


Glad you like it!  :D

Hopefully, I be able to do cut scenes + story mode in next release!
Are each engagements in that mission too difficult? You shouldn't need to repair after each engagement
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Hagekura on 11 August 2012, 11:06:58
Glad you like it!  :D

Hopefully, I be able to do cut scenes + story mode in next release!
Are each engagements in that mission too difficult? You shouldn't need to repair after each engagement
I'm looking forward for the story mode. :)

About the A5 scenario, yes even though I'm not a so good player, the scenario is very hard.
Now I have finished alliance scenarios for A8 except A5 and I must say that A5 is the most hardest scenario in the Alliance scenarios I have played so far. Due to Player can't produce any units in the scenario, I had to be extremely care about loss of starting units, even the one loss of the vehicles impacts so much in the scenario, especially if the player lost the two strikers, It's unable to finish the scenario as long as enemy still have air units.
Maybe having some more vehicles or infantries might helps.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 13 August 2012, 02:15:16
I'm looking forward for the story mode. :)

About the A5 scenario, yes even though I'm not a so good player, the scenario is very hard.
Now I have finished alliance scenarios for A8 except A5 and I must say that A5 is the most hardest scenario in the Alliance scenarios I have played so far. Due to Player can't produce any units in the scenario, I had to be extremely care about loss of starting units, even the one loss of the vehicles impacts so much in the scenario, especially if the player lost the t lwo strikers, It's unable to finish the scenario as long as enemy still have air units.
Maybe having some more vehicles or infantries might helps.

Thanks for the suggestion!

Ill add a striker and maybe rocket grunts, dont want to start with a huge army. Shadow has two or three senarios where you can only use units given to you. How was the difficulty of those?
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 19 August 2012, 04:09:34
sorry that i haven't been on in a while, lifes been getting in my way, anyway, here is a set of pics of the Tiny Tim light tank for the Mordavian faction
Code: [Select]
http://imageshack.us/photo/my-images/694/tinytim3.jpg/The other two images are there as well
The Tiny Tim, or Reaver light tank is the cutting edge of tank technology in any nation, the most modern Mordavian tank, it packs a massive punch in the form of the 115mm cannon, its only other weapon is a coaxial 23mm cannon. However, its greatest advantage lies in its 5 round Autoloader, this allows a massive amount of damage to be delivered in seconds, but suffers in a long firefight. Good sloped armor and a lack of flat surfaces ensures that it has a decent armor rating, it also has reasonable speed, though still slower then the IFV's used by the alliance. Compared to the clanking Drak tank and even the Gilgamesh, it possesses a far superior system of optics, allowing greater view range. After expending its autoloader, it must reload single rounds, or wait for the magazine to be fully refilled. Hopefully, once or if Megaglest introduces directional armor or amphibious capabilities, this could be implemented to represent this tanks technological superiority. Despite its mobility, weapons capability and reasonable armor, the Reaver still suffers some disadvantages, such as slow reload, low HP and an inability to combat aircraft on its deep penetrations, a problem exacerbated by my decision to remove all air support from this faction short of the AOP
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 20 August 2012, 11:31:10
Hey Wyvern!
Its good to have you back!

Its nice to know there is till work being done on the Mordavian Faction!

sorry that i haven't been on in a while, lifes been getting in my way, anyway, here is a set of pics of the Tiny Tim light tank for the Mordavian faction
Code: [Select]
http://imageshack.us/photo/my-images/694/tinytim3.jpg/The other two images are there as well
The Tiny Tim, or Reaver light tank is the cutting edge of tank technology in any nation, the most modern Mordavian tank, it packs a massive punch in the form of the 115mm cannon, its only other weapon is a coaxial 23mm cannon. However, its greatest advantage lies in its 5 round Autoloader, this allows a massive amount of damage to be delivered in seconds, but suffers in a long firefight. Good sloped armor and a lack of flat surfaces ensures that it has a decent armor rating, it also has reasonable speed, though still slower then the IFV's used by the alliance. Compared to the clanking Drak tank and even the Gilgamesh, it possesses a far superior system of optics, allowing greater view range. After expending its autoloader, it must reload single rounds, or wait for the magazine to be fully refilled. Hopefully, once or if Megaglest introduces directional armor or amphibious capabilities, this could be implemented to represent this tanks technological superiority. Despite its mobility, weapons capability and reasonable armor, the Reaver still suffers some disadvantages, such as slow reload, low HP and an inability to combat aircraft on its deep penetrations, a problem exacerbated by my decision to remove all air support from this faction short of the AOP

Cool screens! Though, Your not having separate wheels for this unit?
5 round autoloder? With superior range and mobility, that sounds pretty overkill for a light tank!  :o   Will be a fun tank to play with!

By AOP you mean the scout plane? In a game where proper air support can easily turn the tide of battle, that's pretty huge disadvantage. But I guess your faction is all about its tanks :)

PS maybe it is better to have a separate thread for your faction, it was a bit problematic to look up the AOP as your posts are mixed up in with Annex and Astro Marines Factions. You can call it "Mordavian Faction for Annex" or something like that. you should put your unit list, screen shots, and Last Sight II backstory as the main post. (or maybe we could get an administrator to move all the related posts) Ill make a separate post for when I upload changes to Astro Marines as well.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 20 August 2012, 19:42:35
Alright, i'll be opening a separate page for this faction, as for the 5 round autoloader, yes its powerful, but the tank has 25ep, regenerating at 1 at a time, this means that after the first burst of five, its gonna be reloading pretty slow, little over half of the Alliance tanks reload. It has normal range and the mobility will be good, but without AA, aircraft make a good counter-Tinytim unit.
Yep, the AOP's the scout plane, and though aircraft will be a killer against this faction, i'm certain that it wont be under-capable, since it trades a superior ground force for a inferior airforce
As for separate wheels, yes I thought about that, and then I realized that this unit is gonna be pretty small, the treads top is covered by sideskirts, and similar to the IFV, this might see a lot of use, so lots of treads could equal lag on slower computers. If you want, I already have the treads made, so I could just put them on this model
I might add a flak tank to equal out this faction against aircraft a bit, though it still wouldn't make their flak as good as the other factions missile launchers and what not.

PS: I really like your new release, the second faction makes this mod even better
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 21 August 2012, 05:58:40
Thanks Wyvern! This should make things a bit more organized :)

Everyone For info about Mordaivan Faction for Annex please visit:
https://forum.megaglest.org/index.php?topic=8554.msg83840#msg83840

PS: I really like your new release, the second faction makes this mod even better

Thanks! Glad you enjoy it!

Here are some Annex news!

Annex has over 40000 views + 80 watchers on Mod DB!

Annex is getting a home site thanks to Michaelb who offered to help getting it together! He also is currently working on revising Annex sound fx and hopefully voice overs as well. He has contributed sound to many open source games such as Warzone 2100. The revised sound fx sounds great so far!

Personally I'm taking a small break from direct annex development for a little bit to take care of personal life, I'm getting married come October. However here is a small update screen:
(click to show/hide)

You should recognize two canceled beta units: Bunker (in beta 1)+ Bomber (in beta 2) which have been revived and updated for use in the Republic faction. The Bomber, which is now called the Havoc Fighter, Is the Republic main combat aircraft, can Attack both ground and air targets with missiles. They are noticeably weaker than the Alliance Harrier but, like most Republic units, they are faster and cheaper to build.

Also to note I made some modifications to Mr Wars, Astro Marines Annex faction to play better with Release 3! Whenever I get a more reliable router I will upload it for you to play/test!

Also I still really want to do multiplayer sessions. Just need some free time to organize one!

And Annex is still looking for new maps!

Just a reminder Like Annex on facebook! http://www.facebook.com/AnnexConquer
Follow annex development on twitter! @delphadesign
Annex: Conquer the World on Freenode IRC:  #annex

Take Care all!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: treba on 21 August 2012, 13:17:53
...I'm getting married come October...

congratulations, man  :)

it's soo good to see worlds best foss-scifi-rts game advancing.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 21 August 2012, 14:20:57
Quote
Personally I'm taking a small break from direct annex development for a little bit to take care of personal life, I'm getting married come October. However here is a small update screen
Gratz man  :)
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 23 August 2012, 02:34:45
congratulations, man  :)

it's soo good to see worlds best foss-scifi-rts game advancing.
Gratz man  :)

Thank you!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 27 August 2012, 09:33:25
I found a "bug" while playing all the Alliance scenarios   ;D

if you lose all units (not the buildings) in "A 5 Death from Above" you didn't lost the game

(click to show/hide)
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 27 August 2012, 23:30:31
I found a "bug" while playing all the Alliance scenarios   ;D

if you lose all units (not the buildings) in "A 5 Death from Above" you didn't lost the game

(click to show/hide)

Thank you PT! It works though, I will need to code it to work for you to be victorious! Ill try to apply this to the two Shadow Faction Missions with a similar setup as A5.

Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 27 August 2012, 23:50:49
I found a "bug" while playing all the Alliance scenarios   ;D

if you lose all units (not the buildings) in "A 5 Death from Above" you didn't lost the game

(click to show/hide)

Thank you PT! It works though, I will need to code it to work for you to be victorious! Ill try to apply this to the two Shadow Faction Missions with a similar setup as A5.

You can win:
Code: [Select]
if unitCount(0)==0 then
clearDisplayText()
setPlayerAsWinner(1)
endGame()
end
i already made that
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 28 August 2012, 00:01:08
Oh thanks! Though killing every unit is a bit much, the mission is hard enough as is :)
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 28 August 2012, 07:25:44
OMG look at your scenario  :O
team 0 has only buildings
team 1 has the gunships
and team 2 all the other units
idiot ::)  :P
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 28 August 2012, 16:49:34
I have reasons for setting senarios up like this. Its sort of a system i came up with:

Player 1 (red) = main enemy. Contains most structures + usually has working Ai
Player 2 (blue) = Player
Player 3 (green) = no Ai. Used for guarding specific locations / ambush units

All senarios are based on this system. But not all mission follow this exactly.

PS I put a lot of time an effort into Annex, and I would appreciate it if you didnt call me an idiot. Thanks.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Mr War on 28 August 2012, 19:54:08
great mod
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 28 August 2012, 20:04:36
PS I put a lot of time an effort into Annex, and I would appreciate it if you didnt call me an idiot. Thanks.
sorry
...
and thats a great system!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 29 August 2012, 14:41:57
Thanks Mr War!

sorry
Its good to point out things that are wrong or can be improved just don't be so harsh about it :)

Ok, after a few weeks break from Annex development I got back to some modeling:

Spider Anti Air
Neo Republic's Main Anti-Aircraft Vehicle. Equipped with two Flak Cannons, and a machine gun for ground targets.

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Republic_Spider_AA_AD.jpg[/img]
Anti Tank Rifle
Here is the Republic's basic Anti Tank unit, the AT Rifle. Not as powerful as the Alliance Rocket Grunt, or Shadow's RPG Trooper, but makes up for it with faster reloading times and longer range.
Debating weather or not she should be able to attack air units.
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Republic_AT_Rifle_AD.jpg[/img]
New Balancing:
After some multiplayer I can see just how underpowered shadow organization is in the beginning of the game. Personally, I feel its due to Scorpion tanks + Flame tanks being to expensive and time consuming as such I made both units cheaper and faster to build.

Also every multiplayer game (I've been in) revolves around Air Combat as its by far the most effective way to combat a Human player. As such I will be Greatly Increasing the effectiveness of Anti-Air Weapons, especially Ground to Air weapons.

Infantry are far to weak for my taste. Ive reached a point where I no longer produce infantry to save money for more powerful vehicles. So to combat this a bit I increased infantry resistance to vehicles based weapons and increased damage of anti Vehicle Infantry. To give an example of new balancing: Just 3 RPG Troopers can take down a IFV (with 1-2 casualties) but 2 Grunts can easily take down 3 RPG Troopers :)
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 29 August 2012, 15:53:09
The new models look really cool and the balancing seems like a good idea, i personally never use infantry, just MG turrets and IFV spam so better balance might be a good idea.
As an added question, how do you make your textures, they're really great, and i have trouble making a decent texture on anything, so any possible advice you could give me as to who to make better textures, please :).
The Spider looks amazing, the ATR trooper looks really cool too, just a thought though, wouldn't it be good if the gun had some sort of monopod/bipod, its virtually impossible to fire ATR's without some sort of fore support. Great models as always though, looking forward to seeing how the neo-republic develops.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 29 August 2012, 21:08:56
Thanks for feedback Wyvern!  Ill see if I could get a bipod to look good in that stance.

 
As an added question, how do you make your textures, they're really great, and i have trouble making a decent texture on anything, so any possible advice you could give me as to who to make better textures, please :)

How do your textures look?

I generally make small rectangle of base camo pattern and make a few copies (in same file)  and edit each to have different decals, windows, mechanical parts. Then uv the model to how textures look best. As f textures I try not to use flat colors, instead I use lots of gradients.  I generally have a fade to black around the border with a slight light to dark gradient overall. I also suggest puting a dark shadow around decals as it helps to stand them out. I could upload an example of a texture if you like later!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: wyvern on 29 August 2012, 21:31:38
I'll try your suggestions and see if they help me come up with better textures
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 31 August 2012, 16:27:33
I'll try your suggestions and see if they help me come up with better textures

Hope they help, defiantly post up your results!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 6 September 2012, 05:55:20
Up Dates!

Due to popular demand AT Rifles now have a bipod:

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Republic_Anti_Tank_Rifle_AD.jpg[/img]
I replaced the old Inferno Rocket infantry with this version I call the "Buster Rocket"
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Republic_Buster_Rocket_AD.jpg[/img]
Yes its another Female unit.

There are two main Anti Tank Infantry in the Republic: The AT Rifle girls or the Elite Troopers however neither of these units have anti air capabilities. Inspired by a unit from the Mordavian Faction, I came up with this unit.
"Buster" Rockets are specifically designed for Anti-Aircraft Purposes. Its more powerful and has more range than other rocket armed infantry. However, this weapon can only target air units and cannot attack any ground vehicles.

She is also equipped with a standard assault rifle, and more body armor. Making them more effective than conscripts vs infantry. However at their price they are best used for their anti aircraft abilities, instead of anti infantry.


Faction development:


Spartan IFVs are now in game + Goblin IFVs now have a shrapnel cannon instead of a machine gun!
(http://media.moddb.com/cache/images/members/1/487/486330/thumb_620x2000/screen561.jpg)

The Neo Republic has two IFV units.
 The Goblin IFV is the republics starting unit. Its lightly armored and fast and equipped with a shrapnel gun which does splash damage at close range.
 The Second the Spartan IFV Is a much more armored IFV, with stats comparable to the Neo Sabre Tank. Its equipped with a rapid fire AP gun (effective against Infantry + Light armored vehicles) and two rocket pods which fires a barrage of 8 rockets (good vs Vehicles).

Cruse Missiles!
Code: [Select]
[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Republic_CruseMissle_AD.jpg[/img]
Aside from spawning free conscripts, Troop Crawlers can also launch long range cruise missiles, which do tremendous damage to enemy structures. However the relative low speed of the missiles make them ineffective vs moving targets.

Much re-balancing is being done! Game is more fun now that infantry are no longer too weak :)
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 23 September 2012, 12:24:55
Video of Annex development, depicting various units/gameplay for the Neo Republic faction.

http://www.youtube.com/watch?v=dYh-xU7blf0

New Structure:
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Fortress_AD.jpg[/img]
The fortress is a tech building (same type as Silo or Shadow Lab) its required to build Neo republic's strongest vehicles, the Goliath Tank and Troop Crawler.
Unlike other tech buildings, the Fortress is both heavily armored and armed with anti-armor missiles. Like the Alliance Silo, the Republic Fortress stores their nuclear missile.

A Fortress, supplemented with bunkers and AA turrets can be an difficult obstacle to overcome.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: SnEptUne on 23 September 2012, 12:55:39
That's amazing.  Is there anywhere I can download the new neo republic faction for annex?

I see that annex' texture_map are all tga, is there any plan to move them to png to save space?

It would reduce the game data size significantly.

Code: [Select]
IFS="
"
for x in `find . -name "*.tga"`; do convert "$x" ${x/tga/png}; done
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: ProfEclipse on 23 September 2012, 21:29:36
Looks awesome. Perfect mod, man !
When no workers available - the particles of incomplete buildings can still work?
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 25 September 2012, 23:19:49
Thanks for comments SnEptUne and ProfEclipse!

I haven't thought about an alpha release outside the official ones. Faction is not ready for an alpha release just yet it still needs icons and some key units. But an alpha is a good idea for testing, Ill think about it :)

I don't plan on converting to .png as i would have to re-link all textures which is a huge task to undertake. Perhaps when all core stuff is complete.

And ProfEclipse yes the particles stay when there are no workers working on it, currently there is no way to change this behavior...

More Annex updates:

Republic Hangar:

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Hangar_AD.jpg[/img]
Produces scouts and Havoc Jets

Annex Faction Flags:

Since MG is allowing for incorporated video/music for battle end screen, (see here:  https://forum.megaglest.org/index.php?topic=8618.0)
I created some faction symbols/flags to display in the background of the results screen if you are victorious:

http://www.youtube.com/watch?v=uTdE6yrN4Jw  (try HD for best results)

In order factions are:

East Ocean Alliance
NEO Republic
Shadow Organization

These clips might be used for other videos such as intros and faction previews too!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: ProfEclipse on 26 September 2012, 06:46:28
Wow ! Excellent Hangar model and Annex faction flags are very nice !

Quote
Perfect mod, but it still needs improvements.
I checked out your models and I found a problem.
Take a look at this : https://forum.megaglest.org/index.php?topic=8581.0
Please re-optimize all your models. Static meshes (two or more frames) can cause these problems : Slow load game, and waste memory space - disk space seriously. (An example is ("..\base_battle\models\unit\transportrun.g3d").
Find and download g3dHack. It's a best choice for you.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: ElimiNator on 26 September 2012, 15:28:04
From this view it looks like the tops of the bar things weren't textured, just stretched from the side texture.

(http://i784.photobucket.com/albums/yy127/Elimiator/Neo_Republic_Hangar_AD.jpg)
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 29 September 2012, 23:40:23
@ElimiNator: You caught me, I was hoping no one noticed that :P

@ProfEclipse: Yes i use 3dhack for model tweaking, but reducing keyframes causes distortion for animations especially for circular movements so i leave it on the higher side to preserve the quality. Instead I reduce texture size and model lowpoly in order to increase performance.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 12 October 2012, 11:45:08
Annex Development Update:

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_officer_AD.jpg[/img]
Republic Soldiers are famous for their devotion to their military and a thirst for combat. As such, many officers prefer to fight alongside their fellow comrades rather than sit behind a desk during an attack.

Officer's count as a sub hero unit (much like Shadow's Infiltrators). While only sporting average damage vs enemy infantry units, Their devotion to the Republic along with their combat experience, inspires nearby units to fight to their fullest potential, increasing their attack.

(http://th00.deviantart.net/fs71/PRE/f/2012/286/c/c/cc0996587348da0c69abd7dbdf460073-d5hnf46.jpg)

An officer rally his troops before an assault on an Alliance base.

A high res version good for backgrounds:
Code: [Select]
http://media.moddb.com/images/mods/1/18/17106/Republic_Speech_Officer_AD.jpg

[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Harvester_AD.jpg[/img]

Finally Neo Republic has a dedicated Harvester unit.
The republic certainly have a lot of vehicles with treads don't they :P

On a side note: For balance reasons I doubled Harvester HP and increased their armor to 5. Before they were so easy to destroy and cost so much they became an easy target to cripple a player's economy.

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Mobile_Refinery_AD.jpg[/img]
Yea the republic has their very own Mobile Refinery.
Functions exactly the same as other vehicles of this type.

I really wanted this to be a wheeled vehicle instead of using treads. Its ironic how the largest vehicle in the entire faction rests on over sized tires while much smaller vehicles tend to prefer treads. The same is true for the Goliath Tank, as their heavy tank is driven on tires as well.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 13 October 2012, 20:46:54
They look great!  :o :thumbup: :thumbup: :thumbup:

Hope NEO Republic will be finished soon!

Any idea how we could get more players for multiplayer? I like playing mg/annex online more than offline.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 16 October 2012, 16:38:35
They look great!  :o :thumbup: :thumbup: :thumbup:

Hope NEO Republic will be finished soon!

Any idea how we could get more players for multiplayer? I like playing mg/annex online more than offline.

Thank you! The republic is coming along. Ill be takeing a break for two weeks for my honeymoon.

I would love to see more multiplayer games, if anyone has any recomendations please let me know!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 4 November 2012, 21:02:38
Well as I'm still unable to model due to me being far away from home, I have still worked on other things for Annex, tweaking units for balance, cleaning up data, added a few more tileset options (mostly sky and lighting changes) I also started making a side faction for fun using old beta 1 models, re skinned current models and some pretty new textures.

Alliance Renegades
(click to show/hide)

Once a powerful group of Alliance elites, abandoned and left to die by their superiors due to a government cover up. Rescued and welcomed in by the Shadow Organization, they now strive to take revenge on the superiors who tried to dispose of them.

I had this idea in the back of my head for a long while now. This faction is made up of some Alliance and Shadow units, with some new original units planned as well. 

Most infantry are same as the Alliance (with model, texture, and even gender differences) with the exception of the Commando. Commandos are similar to Shadow's Infiltrator units. Up to three can be recruited and each takes 3 population slots.

As part of their alliance with the Shadow Organization they were granted control of a few facilities, and are incorporated into Shadows underground crystal market.

This faction will lack any "Heavy Tank" class unit (such as Shockwave Tank, Goliath Tank, or Tank Destroyer) and their battle tank is available much later in their tech tree than the Alliance.

The faction will have two unique ground vehicles, the Ranger and the Stalker. Each able to be customized with its own set of weapons, once the proper upgrade is researched. Currently planned:

Ranger (Jeep mounted with a machine gun)
Rocket Ranger (Jeep mounted with 3 Anti Tank Missile Launchers)
EML Ranger  (Jeep mounted with a EML Cannon)
Swatter Ranger  (Jeep mounted with two AA Gatling guns)  (unsure)

Stalker (Wheeled Assault Vehicle armed with two AT Rocket Launchers)
AA Stalker (Wheeled Assault Vehicle armed with AA Rocket Launchers)
Heavy Stalker (Wheeled Assault Vehicle armed with a Cruse Missile)
EML Stalker (Wheeled Assault Vehicle armed with a EML Cannon) unsure

Super Weapon:
Satellite Hack
Doing something unique this faction super weapon does no damage, instead it reveals the map for a few seconds. Its initiated from the Renegade's Communication Center structure.

Unlike the other 3 Factions Renegades does not have a second Super weapon planned but this can be changed later on.

Oh and like Shadow Organization there are no "Hero" Class units.

What do you guys think?
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: SnEptUne on 7 November 2012, 02:27:23
I never liked the idea of revenge, but having a new faction and introducing variety is always nice to have in my opinion.  But I don't see how it can survive without any tank or air units, or are they fighting a guerrilla warfare?
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 7 November 2012, 19:38:58
I never liked the idea of revenge, but having a new faction and introducing variety is always nice to have in my opinion.  But I don't see how it can survive without any tank or air units, or are they fighting a guerrilla warfare?

Yes, Renegades will be more focused on guerrilla tactics, in particular hit and run attacks, surveillance, and sabotage.

The Renegades will have other ground vehicles, though no heavy class tank, and some sort of light Gunship / Transport for its air force, but no advanced Jets like the other factions. While this used to be devastating before, recently I've made some balance changes to Infantry so they are much stronger, and made anti-aircraft weapons better to reduce aircraft dominance in games.

I plan on developing units that could be air lifted around the map for quick ground attacks, or being able to attack from an area normally inaccessible to Ground units. This is just a plan no idea if it could work in Megaglest or not.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 21 November 2012, 20:18:27
Annex Progress:

NEO Republic
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Command_HQ.jpg[/img]
Command HQ - Researches Upgrades, Required for many higher tier units

(http://fc09.deviantart.net/fs70/f/2012/326/b/3/b39dcfc09516e8350251aacf22cb2a19-d5lt5rk.jpg)

Sniper  Fires a single powerful shot, can kill infantry in one shot but not all shots are 100% accurate and sometimes a unit may survive a snipe attack.

Alliance Renegades

(http://fc05.deviantart.net/fs70/f/2012/326/9/d/9d79c55e3accaf1513ade2529b657509-d5lsqs7.jpg)

Rogue Tank Similar to the Alliance' Battle Tank but not available till later in the game for Renegades.

(http://fc08.deviantart.net/fs70/f/2012/326/a/d/alliance_renegades__rocket_rogue_by_delphadesign-d5lsr00.jpg)

Rocket Rogue Similar to Alliance Rocket Grunt

(http://fc06.deviantart.net/fs71/f/2012/326/c/8/c876c7002c9d9f544b0617360f8ff3b0-d5lt4yq.jpg)

EML Rogue similar to Alliance EML Grunt

(http://fc06.deviantart.net/fs71/f/2012/326/b/3/b37414fe01f873f3a134c2b0130e269d-d5lsqgx.jpg)

Rogue Gunner similar to Alliance Mini-Gunner

(http://fc03.deviantart.net/fs70/f/2012/326/2/4/24657cb2d4749aded450843a96f24cc2-d5lt4e0.jpg)

Drop Zone Pelican drop purchased units / upgrades on drop zones.

(http://fc06.deviantart.net/fs71/f/2012/326/5/b/5b60186b85693a77d46fb7d73b3f8b3e-d5lt4o1.jpg)

Stalker Closest thing to a MBT the Renegades have. Though they have armor about the same as an Alliance IFV the fire four rockets at close range for a good amount of dammage. For their firepower they are fast and make good Hit and Run Vehicles.

(http://fc09.deviantart.net/fs70/f/2012/326/e/d/edf21d2852a5692c77d8327e749c175d-d5lt4vg.jpg)

Titan Rocket High Tier Siege weapon, does heavy dammage to vehicles and structures with a single long range cruze missile. Missile travels slowly so shots can be easily dodged.

(http://fc07.deviantart.net/fs70/f/2012/326/c/c/cccc0254ac4359cbf974edc1b33562be-d5lt60e.jpg)

Rogue Similar to Alliance Grunt

(http://fc07.deviantart.net/fs71/f/2012/326/d/b/db2396e442083b7516f40688336dfb29-d5lt656.jpg)

Commando Special unit similar to Shadow's Infiltrators but armed with a handheld EML Pistol. Does good amount of dammage vs Infantry + Light vehicles. Also Armed with improved C-4 explosives.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Hagekura on 24 November 2012, 03:16:33
Your modding development speed is truly admirable.
Maybe We can get the new release of the Annex before long huh? :)
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 26 November 2012, 05:35:42
Your modding development speed is truly admirable.
Maybe We can get the new release of the Annex before long huh? :)

I'm really rushing to get next version out asap. After completing factions there still need for some scenarios for each and hoping to have a few more maps. As it stands it may take a month or so more to complete. If Idont get distracted. Being maried gives me a lot less time to work it seems :(

Edit by Omega: Fixed broken quote tag
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 28 November 2012, 17:30:17
New Unit

Ranger
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Ranger_AD.jpg[/img]
Rangers are speedy recon vehicles. Cheap and versatile their equipment can be modified to fit various situations. They have less Hp than the Alliance IFV but are cheaper and faster to produce.

It cost extra to morph to all variations except the default (machine gun) which is free to revert back to. Equipment become available once proper upgrades/units are purchased. More advanced equipment require more supplies when upgraded.

Equipment include:

Ranger - Machine Gun (default) no requirements
Ranger Rocket - 4x Rocket (light siege and light anti-Air) requires Advanced Weapons
Ranger EML - EML (long range anti-tank) requires Satellite Uplink and Energy Rods Upgrade
Ranger Demo - Explosives (self destruct) requires Satellite Uplink and Ballistics Upgrade
Title: Vote for Annex as Mod of the Year!
Post by: Ishmaru on 1 December 2012, 20:06:36
Its that time of year again! moddb.com is having their annual Mod of the Year Award and Annex would love to make it in the top 100 this year, and I need you to help! Please go over to
Code: [Select]
http://www.moddb.com/mods/annex-conquer-the-world and click the button to vote! You do not need an account to vote![/size]

As a reward, here are a couple new units:

Grenadier
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Neo_Republic_Grenadeier_AD.jpg[/img]
These heavy infantry are equipped with a grenade launcher. Good for vs infantry, structures, and even lightly armored vehicles. Also equipped with heaver armor and a riot shield, to better defend themselves against small arms fire.


Karina
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/NEO_Republic_Karina_AD.jpg[/img]
Neo Republic's Hero Unit. Despite her small frame she chooses to fight with a large bazooka as her main weapon.

Much like Kestrel shes given control of the Republics Nuclear Weapons, given the republic has a Fortress available.

Also, She has an ability called "Wrath of the Republic". When activated the ability brings out the fighting spirit of all units around her. Any unit nearby (including herself) does double damage and has increased attack speed for a brief time. This "burst" of firepower, if timed properly, can easily turn the tide of combat to your favor. A Command HQ is needed to perform this ability.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 7 December 2012, 03:03:38
Annex Development 12-6-12:

(click to show/hide)

Screen capture of Renegade units in battle. Titan Rackets, and both EML and Rocket variations of the Ranger. Rangers, with their ability to re-equip weapons anywhere make them extremely useful.

PS unfortunately, due to the way Attack boosts are implemented, the Demo Ranger unit was removed as it didn't work in the way I hoped for.

Titan Rockets with good micromanagement can be deviating to enemy units. Just be careful as to not have them target too close to your force as they can devastate your own units if your not careful. Also costing 40 ep per rocket (40 is max ep of unit) its a real waste if the rocket finally reaches its destination just to find the the space empty or enemy already destroyed.

(click to show/hide)

As I stated before the renegades do not produce their own units, instead they purchase them and have them shipped to the battlefield via Pelican Transports. The screen shot shows two pelicans dropping off two Rogue Tanks.

(Yes this is very similar to NOD in Tiberium Dawn)

Tried my best to time the animation (plane landing+leaving) with the spawning of units, however due to the limitations of the MegaGlest engine its not perfect and there usually a second or two delay after the plane has left the Drop Zone. Personally, I don't think it ruins the effect or gameplay though.
Unfortunately, this method requires several variations of the plane landing animation (to accommodate the different build times) and each need high frames o keep such an animation looking the way it should. Lucky only 5 unit types are made at the Drop Zone (two of which share same build times).

Not sure what kind of Super Weapon/s should the Renegades get. Do anyone have ideas?
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 10 December 2012, 17:39:50
Annex Developement 12-10-12

New Unit:  Stalker Transport Helicopter

Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Renegades_Stalker_Transport_AD.jpg[/img]

[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Renegades_Striker_Transport_Pickup.jpg[/img]

Here is another little goody I've been working on. When I created the Stalker vehicle I planned it to be able to be airlifted anywhere on the map.

Good for moving stalkers to hard to reach places, quickly moving them around, flying them past defenses, or even evacuating them when in danger.

Each airlift cost 10 credits and only 6 may be airlifted at once (It would be unfair to airlift an entire army to the heart of the enemy base all at once). However once you drop them off there's nothing stopping you from picking up another 6 :) The Player also needs at least one hanger built to be able to use this ability. Also any damage that transport receives in transit is shared with transported unit. And loosing transport means loosing cargo.

Currently only Stalkers are able to be transported.

This is done via morphing the Stalker into the Stalker Transport and morphing it back to Stalker. Making the animation was quite difficult trying to line up animation to minimize the appearance of units popping into place. While I still pops a bit its gotten to a point to not be an issue. To complicate matters Air units and ground units are not scaled proportionately to ground units, so in order to have the transport look big enough to lift the stalker, yet still fit into a 2x2 space, scaling had to be done secretly during the transition. In the end I'm quite happy with the outcome. 

New Maps:

(click to show/hide)

3 More maps I created for Annex Conquer the World. These will be available by next release.

4 Fortress
4 player map. 4 natural "forts" Forces enemies to push through pinch points. However hiding and turtling in your "fort" is not enough as most resources are positioned in structure in center of map with a few starting resources near each starting base. Victory is dependent on player controlling center "fort" However trying to defend two forts, all while trying to destroy all your enemies may prove to be a difficult challenge.

6 Doughnut (yes I misspelled it in picture, too lazy to fix)
6 Player Free for All. Players are placed around a central lake. Due to cliffs the water is in accessible to all but air units. Outside starting resources, most crystals are stationed between each player so expect competition to be fierce. Destroy your neighbors as you circle the lake.

6 Killing Fields
6 Player Team or Free for All. Large open combat zone with no obstacles, other than the crystals. Completely open to the elements means you have nowhere to hide as attacks may come from any direction.  Resources are heavily concentrated around the dried river bed that spans across the center of the map. Taking out your neighbors quickly, especially the ones on your side of the river bed, may be crucial to your survival.

Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: John.d.h on 19 December 2012, 03:41:52
Not sure if anyone caught this already, but shouldn't it be spelled "Alliance Renegades"?
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 22 December 2012, 08:43:00
Oh the new factions looks so cool :)

Just a hint: in the first alliance mission the text says "We have identified hostile units in the dessert." I think you meant a desert didn't you?  :D
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: -Archmage- on 22 December 2012, 09:15:06
Oh the new factions looks so cool :)

Just a hint: in the first alliance mission the text says "We have identified hostile units in the dessert." I think you meant a desert didn't you?  :D

What? Comon man, defend the dessert!! ;D
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 23 December 2012, 08:51:49
Not sure if anyone caught this already, but shouldn't it be spelled "Alliance Renegades"?
Wow stupid mistake on my part.  I'll have to update my images when I get the chance.

Oh the new factions looks so cool :)

Just a hint: in the first alliance mission the text says "We have identified hostile units in the dessert." I think you meant a desert didn't you?  :D

Thanks! Yea I guess its yet another typo. Must have been hungry.   
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 10 January 2013, 14:19:18
Annex Development 1/10/13  Big Update!

Sorry, I know its a lot but its necessary. Feel free to question and leave your thoughts below:

New Units:
Code: [Select]
[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Heavy_Turret_AD.jpg[/img]Renegade's base defense. Good vs ground vehicles. Unlike other Lv 2 Turrets this cannot attack air units.

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[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Guard_Tower_AD.jpg[/img]Basic Turret for Renegades. More expensive than Alliance Gun turret due to its Anti Air capabilities and higher damage output.

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[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Attack_Drone_AD.jpg[/img]Unmanned drone armed to the teeth with rockets.
Special unit, these drones are not directly producible, instead summoned using the Commando's Airstrike Ability. They stay on map for a few seconds firing an endless barrage of missiles till it retreats. They can be chased away by enemy fire.
Each Commando can spawn 1 Attack Drone each (3 Commandos per player limit)

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[img]http://media.moddb.com/images/mods/1/18/17106/Alliance_Renegades_Acid_Ranger_AD.jpg[/img]Now Rangers can be equipped with a bio weapon. Fires a thick acidic gel that melts infantry ,lightly armored vehicles, and weaker structures. All Rangers (except demo rangers who cannot switch weapons) can switch to this weapon after purchasing Chemical Weapons Upgrade from a Satellite Uplink.

Acid Ranger in game:
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[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Chem_Ranger_Screen_AD.jpg[/img]Screen showing the particle effects of the Chem Ranger. Glows bright green (not related to team color). Fires repeated blobs instead of a spray effect.

Acid Bomb Super Weapon
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[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Renegades_Acid_Bomb_AD.jpg[/img]Un like the super-weapons of the other factions, ts actually a suicide unit. It is equipped on a Demo Ranger and can be detonated either by targeting a specific unit (the ranger will then kamikaze into it) or manually detonated (self destructs on command)

When detonated the initial explosion does 750 damage to any unit with in 4 squares. The resulting blast then sprays a highly corrosive green acid into the air. The acid clouds linger around 9 squares from detonation point and any unit (even air units) caught within those clouds will take an additional 25 damage a second.

While equipped on a Ranger unit, normal rangers cannot upgrade to a Demo Ranger, Instead the Demo Ranger must be purchased separately from a dropzone. Also after unit is dropped off at the dropzone there is still a delay while the acid is prepared. Only once the demo ranger Reaches 50 EP then its attack can be used. (this is done for balance reasons) Also only 1 may be recruited at a time.

If destroyed by the enemy, the vehicle still releases the acid. However, the initial explosion is nullified. The initial explosion and the corrosive acid can damage/kill your own troops if they are caught in the blast, so handle with care.

Alliance new Colors:
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[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Alliance_New_Cammo_v3_AD.jpg[/img]I seem to have some sort of cronic issue with how the Alliance looks, changing their textures nearly every revision of annex.
This time I re colored the Golden/Orange Alliance camo of Release 3 to a more earth toned brown and tan. Honestly I feel this is the best camo style so far.

New Tilesets:
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[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Apocylapse_Tileset_AD.jpg[/img]New tileset with a burnt wasteland feel with red lighting and fog. Endless wars on these lands permanently scarred the land. While the land is dead the wars continue :P
Textures were darkened and changed to have more red. Trees, mountains, and urban objects de saturated. Added more "dead" tree variations to the tileset.

Changes to Insanity Mode:
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[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Insanity_Changes_AD.jpg[/img]In release 3 I introduced a techtree called Insanity, which combined both Alliance and Shadow into one faction with no prerequisites. Now Annex grew to 4 factions and like before I combined all into one faction. However, due to space constraints, i cannot combine all infantry and vehicles into single barracks/factory as I did in the past. So to combat this I divided all the faction's buildings and vehicles to their own structure, meaning separate buildings for either Alliance, Renegade,Shadow or Republic. Each of these structures are built from their own tab under the worker unit. (as seen in screenshot)
Note, All faction tab produce the same Refinery (as its the only main structure) and Silo (for super weapons) Also upgrades are no longer Available.

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[img]http://media.moddb.com/cache/images/mods/1/18/17106/thumb_620x2000/Annex_Insanity_Heros_Unite_AD.jpg[/img]All Heros, Elite Units, and Super weapons were available at your disposal.
I found out it is entirely possible to build this special army, however this requires a lot of money/time to be possible, as you will need structures of all kinds to be able to build such an army, also you will not be able to have any other units, (if you see i have 19 slots left thats enough for only 3 harvesters) I wonder if Its possible to win with a strategy like this...

Units that are shown are: Kestrel and Karina, Commandos, Infiltrators,Officers, Giant Spiders, Troop crawlers, Orbital strike, Shield Generator, and Demo Rangers

Other Big Changes:

Population Cap:
-Population cap increased from 85 to 100
-Normal Vehicles take 2 slots, Infantry 1 slot, Turrets 1 slot, Harvesters 5 Slots, Heros/Super Weapons 5 Slots, and Elite units 3 Slots.
-This allows for proper turtleing tactics, and Infantry rushes, also creates more choices, do you want to spend your last 10 slots on 10 infantry or 5 vehicles (remember infantry are stronger now)

New Tech Trees
-Added Half Damage, Double Damage, and Simple Battle techtrees variations
-Half and Double Damage are simply 0.5x and 2x default values in the techtree xml
-There are a Half Damage and Double Damage variation of all main techtrees indicated by an H or a D at the end of its name (example: Pre Deployed D)
-Simple Battle and Simple Deployed are special techtrees that reduces faction units to these standard classes: Worker, Basic Infantry, Anti Tank Infantry, Harvester, Light Vehicle, Main Battle Tank, and Siege Vehicle. I choose the units closest to those types. No heros, Super weapons, or aircraft. Good for new players who may otherwise be overwhelmed by Annex's large techtrees.
-Updated Infantry Only Mode to include Republic units such as Officer, Sniper, and Grenadier. No Renegade units as they are exactly same as the Alliance Infantry, however I changed all structures to the Renegade equivalent to give them a presence in this mode.
-As of now there are a total of 33 Techtree variations in Annex!

Sound:
-As of now I removed unit Voices as they are far below the quality of the rest of the game.
-Battle sound fx like Guns, Missiles and Cannons were greatly improved, Thanks to MichaelB!

So what is left?
-"Core" (gameplay, techtrees, Factions, Maps, and Tilesets) are done and ready to go!
-Some scenarios for the new factions need to be made Ill follow the 9 Scenarios per faction system I had in Release 3
-I need to get music for the Renegade and Republic (3-4 songs each) probably get it from Newgrounds like always :P
-I will need to update Annex's "Starting Guide"
-I also really want an Annex Official Website up before release but no idea when a site will be ready, person who volunteered is far to swamped with personal/work life (understandably).

Whew... Thanks for reading all this! Feel free to comment question below!
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: firedeathbot on 10 January 2013, 18:18:35
I played this years ago. It was awesome then and it looks so much better now. You've done a great job.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 11 January 2013, 01:34:34
I played this years ago. It was awesome then and it looks so much better now. You've done a great job.

thank you! annex has evolved a lot since its first release so there is a lot to look forward to!
Title: Annex Moved to Indiedb
Post by: Ishmaru on 18 January 2013, 13:37:28
Hello a bit of news Annex old page on Moddb
Code: [Select]
http://www.moddb.com/mods/annex-conquer-the-world has been converted to an Indie Game on Indiedb http://www.indiedb.com/games/annex-conquer-the-world. Please note the old page is no longer active.

Annex is listed as an Indie Game under Megaglest Engine.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 19 January 2013, 10:28:19
Can't wait for the new Version ...  ;D
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 19 January 2013, 15:31:39
Hopefully ill have the time to sit down and finish for next release.  Still loads of stuff to do -____-
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 19 January 2013, 16:47:36
What do you think about Multiplayer sessions because Annex dont have much online players?
By the way. The linux Annex connects to wrong chat and i think also to the wrong masterserver. I corrected both in my ini so I can't look it up.
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 19 January 2013, 19:15:50
By the way. The linux Annex connects to wrong chat and i think also to the wrong masterserver. I corrected both in my ini so I can't look it up.

I will fix linux INI by next release thank you!

What do you think about Multiplayer sessions because Annex dont have much online players?

I would love too. I need 4 things first to successfully set up a Multiplayer session. Release 4, official home site (with a forum maybe), better internet at home, and most importantly time... Hopefully i can do this shortly after release 4 is out.
Title: Annex new Soundtrack Ideas:
Post by: Ishmaru on 26 March 2013, 14:39:07
One of the biggest delays to release 4 is due to the soundtrack. As of release 3 Annex has been using music that was CC by NC SA which is a problem for linux distributions. So I need to switch over to by SA Music. I've been searching through Jamendo, with help from Titi and Tomreyn and here is some ideas.

While I love the heavy metal tracks none seemed to fit Annex so I searched for alternatives,

First idea is the music from this soundtrack:
http://www.jamendo.com/en/list/a88944/war

Since there is not too much to choose from I was thinking of just one ogg (with 3-4 songs combined) for 4 factions. My favorites are Fight to Nowhere, Intro, and Black Noise. This set feels more "RTS Video game" to me than the ones listed below.

Second idea:
http://www.jamendo.com/en/list/a118997/cinematic-volume-3-action-soundtracks
and volume 1 + 2

In this case I have enough to choose from to have 4 unique .ogg files. (3-4 songs combined for each faction) I love the epic feel of these musics but they do sound more cinematic than gameplay, but they will still work well.

What are your opinions?
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 30 March 2013, 17:41:00
The second idea is not bad but...

The first idea is like the old music from annex and i liked the music :) .
Title: Re: Annex: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 31 March 2013, 20:26:48
Yea The first does sound more game like. Though since I have a limited selection from I will probably have one single soundtrack for all factions. Ill probably use one song from the Second Set For the Menu. Thanks for Feedback!

Any other opinions?
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 1 May 2013, 14:59:33
Its been a long while since I have shared any development footage, so here are two new videos to watch!

Simple Battle Tech Tree Gameplay



http://www.youtube.com/watch?v=yvJmnYdRqLA
Code: [Select]
http://youtube.com/watch?v=yvJmnYdRqLA
Video showing a new simpler tech tree option. This tech tree limits player to two infantry types (Standard and Anti Tank), and 4 Vehicles (Harvester, IFV, Tank, and Siege). No Tech structures. This mode is great for those who want a simpler and faster game, or for beginners who are overwhelmed by the large number of units per faction.

Alliance Renegades Gameplay



http://www.youtube.com/watch?v=CpgW7NlNiiY
Code: [Select]
http://youtube.com/watch?v=CpgW7NlNiiY
Short Video Preview showcasing some Various units of the Alliance Renegades in action. Some notable units include The Ranger, a simple jeep with the ability to switch its equipment for a variety of roles, the Commando, well trained infantry armed with a powerful handheld EML gun, and an ability to call a attack drone strike, the Stalker a light assault vehicle capable of being airlifted across the map, and the Demo Ranger an explosive chemical weapon which has a DOT effect for any unit within the blast radius.

Edit  by Omega: included links to Youtube videos as they are not showing up for some(?)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 28 July 2013, 21:21:03

New Unit, Shadow Sentinel



(http://media.indiedb.com/images/games/1/9/8080/Shadow_Organization_Sentinel_AD.jpg)

Well looks I lied about the last unit in Annex. Currently waiting on next stable release, hopefully will be out soon. In the mean time I decided Shadow needed a new unit, and this is what i came up with:

The Sentinel is a slow full armored infantry unit recruit-able at the barracks after Advanced Weapons upgrade is purchased. Unlike other infantry they have the same armor type as vehicles. Meaning they are resistant to small arms fire, flame weapons, and snipers. However they are weak against rockets, tank shells, and energy weapons, especially concentrated attacks (no splash radius) such as EML and AT Rifles.

Luckly, because they are infantry they have hp regeneration.

Armed with a Minigun, they can dispatch infantry with ease, and can attack light/unarmored vehicles to some degree of effectiveness.
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ingvarr23 on 21 September 2013, 13:44:27
Best of luck man  :D Downloading this xD I accidentally selected internet game.. There were not any servers and masterservers says that my game is outdated..

Can you give me a download link for the latest version.. I used this one(found on the first page)
http://annex.megaglest.org/releases/annex_release_3_win.zip
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: filux on 21 September 2013, 16:05:38
Your MegaGlest engine is outdated, but Annex still using this version (links in first post) as stable.
Summarizing everything is ok and you can play ;).
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ingvarr23 on 21 September 2013, 18:45:58
Thanks :)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 25 September 2013, 19:16:42
thanks for trying out annex ingvarr23!

yes annex is several versions behing mg.  I'll be releasing a new version sometime after a stable 3.8.0 release.
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: EgoJisto on 7 October 2013, 01:32:45
Hi everyone!)
Came here and registered just to say thank you to Ishmaru, creator of Annex) Keep up the great work you're doing)
To tell the truth, I was playing Annex for a long time now (I found it almost accidentally), but just recently it came to me, that I could try to find the creator of this Glest mod.
And so I'm here)
I'm very happy that such a game exists) RTS in anime style, with fast, aggressive battles, mechas and girls with heavy weaponry)) Classic gameplay plus great factions plus not bad balance) Great work indeed)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 7 October 2013, 14:42:40
Thanks EgoJisto!

Glad you are enjoying Annex! Keep on the lookout for Release 4 coming out hopefully soon! (waiting for next stable version of MegaGlest)

Out of curiosity, How did you find out about Annex?
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: EgoJisto on 7 October 2013, 18:16:37
Of course I'll wait as long as necessary for Release 4) You promised just too many good stuff))

So, about how I found it. Well, I'm from Ukraine, so I'm rarely on western websites. And I remember Glest only from school times. But someone found your game and created topic about it on one specialised website of small games and mods, where I'm often. Well, it's not exactly popular here, but that's how I found out about this awesome MegaGlest mod) And I'm glad about it)

P.S. Please forgive me, if I make some mistakes))
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 7 October 2013, 19:54:00
Great!

Well glad you found it on that site! Its really great seeing Annex popping up on various gaming blogs.

If you can find someone to play multiplayer with, its really fun.

Oh and feel free to leave any comments and suggestions here as well!

If you don't mind what site did u find it on? I like to see the blog post.
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: EgoJisto on 7 October 2013, 20:11:10
Thanks, I had a few ideas in mind indeed) For example, I always loved how cartridge-cases fall out from weapons when firing in RTSes) But it can wait for now)

I found it here:
http://small-games.info/?go=game&c=13&i=11202
They even copied description there X)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 7 October 2013, 23:35:32
Hopefully someday,
Bullet caseings are tricky. I've been doing some tests with animateing shells in the unit model, which look good normally, however when unit rotates so too does shells which looks rather strange... Perhaps I'll have to make them short lived (only appearing for a couple of frames) that should be enough. of course it'll be some time before I'd get around to doing that.

thanks for suggestion!
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: EgoJisto on 8 October 2013, 00:53:21
My pleasure) I want to make Annex even better too)

But, to make suggestions, that make sense, I need to know more about everything, that's close to your work. Modeling, animating, scripting, everything what is a part of modmaking. But a few ideas about design, units and factions I can come up with) And I'll be only glad to help)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 8 October 2013, 19:55:30
Well you can always see the glest wiki to see info on modding,

As for factions well I do have some ideas brewing, however each takes a lot of work, and ATM I'm content ,for now, with the 4 factions upcoming in next release.
That doesn't mean you cant make your own or try to team people up to make one, like Mr Wars's Astro Marines Faction https://forum.megaglest.org/index.php?topic=8561.0 , or Wyverns Mordavian Faction https://forum.megaglest.org/index.php?topic=8554.0

I am personally terrible at scenario and map design, so if you ever were interested in creating either of those give it a shot.

If I get enough user made content I will set up an Annex mods menu for easy downloading, currently though there is only 1 Faction and 1 map released
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: EgoJisto on 8 October 2013, 21:01:28
Okay then, I'll do some research on that)

Before I'll try to create something in Annex, like new fraction or something like that, tell me this: do you have some main story line, or, at least, script or history of the world?) I don't want to create something, that's not suitable in your vision of this universe, because you are it's creator) Moreover, if you don't have any, I can try to write something like that, with your instructions of course) I'm good at storytelling)

And really, I can try to create some scenarios and maps, I think I can handle that)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 8 October 2013, 22:55:02
Yes I have written a backstory of the 4 main factions and some of the events leading to the war. you can read it here:
https://forum.megaglest.org/index.php?topic=9086.0

however as for story during the war, not really I just leave it to the players imagination.

The extra fractions (astro marines and mordavian) both created their own story lines and alternative realities, which is fine too.

you are free to re skin Annex artwork if you are planning on making a fraction. just be sure to credit me if u use anything!
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 29 November 2013, 15:20:04
So 3.9.0 is out now ... what about the new annex release.  :)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 1 December 2013, 05:14:31
So 3.9.0 is out now ... what about the new annex release.  :)

Been really busy with work lately. Hopefully really soon!
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: kiliandj on 3 December 2013, 19:15:59
hello,

me and my friends have recently started playing annex.
for a free an open-source game its pretty good but whe have 2 major complaints :

- stuttering : we are experiancing major stutter and lag on computers where it is not supposed to. ( while moving camera and such)
- max units is to low.
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: tomreyn on 4 December 2013, 00:55:16
The first issue should be fixed in the next release, since this stuttering can be caused by a performance issue in the version of the game engine the (to date) latest Annex release uses. This is  fixed in newer versions of the game engine (which the next Annex release will likely be based on).
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 4 December 2013, 04:49:17
The first issue should be fixed in the next release, since this stuttering can be caused by a performance issue in the version of the game engine the (to date) latest Annex release uses. This is  fixed in newer versions of the game engine (which the next Annex release will likely be based on).

Yes Tomreyn is correct, Many bugs will be corrected in next version, as I'm updating to 3.9.0  as opposed to the old v3.6.3

As for the Max unit count, It needs to be there as MG was not built to handle huge Armies. I've been slowly increasing the population cap as MG improves its performance. However, i don't plan on having a really large population count. Currently, the population limit is 100 in next revision.
Title: WHERE IS RELEASE 4???
Post by: Ishmaru on 14 January 2014, 22:17:33
Sorry for the long absence however, Ive been busy with life as well as trying to get My first Indie games out the door. I still haven't forgotten about Annex, here is a little update what is going on.

Something thats been constantly asked of me is to remove the Population cap. While unrestricted military building sounds awesome, however the population cap serves very important functions in the game.

Of course one is reduce the hardware strain especially in 5+ Player maps, but also it limits the cpu quantity over quality tendencies, remove the limit and all you get are limitless waves of low tier units. Most importantly however, It adds more strategy it forces the player to think about what units they really need. Are you willing to sacrifice 5 population slots to get one more harvester? What would be better to get a tank or a base defense? Etc, etc  So Don't expect Population Slots to go away anytime soon.

However that being said, there is a level of fun about using larger armies, overwhelming your enemy with numbers. So Really Since Beta 1 I've been constantly experimenting with the population caps, both amount and costs to bring the most engaging Annex battles.

So Lately my Annex work, Is focused on raising the Population Cap in a way that does not break the balance of game. And what I have currently seems to be yelding the bests results.

Currently these are the changes:

-Population Cap is now raised to 125 (raised by 35 since release 3)

-Ground/Air Vehicles no longer all cost 2 population slots, Instead that number can be more or less depending on that units abilities. This allows factions that focus on quantity over quality to actually be able to have more units than the brute strength factions. this coupled with better unit balancing is really making battles more engaging especially since lower tier vehicles are more useful compared to higher tiered units. For example: Shadow's Raider bikes are only 1 population slots while the Alliance' Battle Tank is 3, and the Republic's Sabre Tank is only 2. Likewise The Alliance Gunship is 2 and the Harrier is 3. That may sound low however keep in mind Anti Air units had a big boost in power in Release 4.

This is where im currently at with Annex Developement.

 
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: kiliandj on 15 January 2014, 11:14:24
 thanks for the update.
maybe a switch to turn cap on or off or a slider.
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi on 15 January 2014, 12:47:09
Yes, thanks for the update!

Is it an option for you to update just the old version of annex with a working engine ( 3.9.0 or in a week 3.9.1 )?
I think this would be a really good idea to make more people play this game. (because it deserves it!)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 17 January 2014, 12:25:11
Ill probably release what I have now with the 3.9.1 release. and Finish it at a later time. Basically whats its missing is an updated manual (which i seemed to have lost the files of) and the Renegade's scenarios. If that would be ok for everyone
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi on 22 January 2014, 01:04:40
Release 3.9.1 is there, when will be christmas ?  8)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 22 January 2014, 19:59:59
when I get some time off work... need to set up server an all that stuff.
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: filux on 26 January 2014, 14:47:30
Ishmaru we can help you put everything to git repo and at least also help you with testing, then will be easier, faster and without situations like this: "(which i seemed to have lost the files of) and the Renegade's scenarios".
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 27 January 2014, 22:50:58
Ishmaru we can help you put everything to git repo and at least also help you with testing, then will be easier, faster and without situations like this: "(which i seemed to have lost the files of) and the Renegade's scenarios".

I need to do this as well :(
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 1 July 2014, 20:46:33
So haven't forgotten about Annex, I still cannot say an ETA on a release 4.0 but packaging/porting and final testing is underway :)
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi on 2 July 2014, 10:05:56
yeah!

Is there something I can help testing ( for example playing muliplayer to see if there is trouble ? )
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 9 August 2014, 01:11:55

MORE UPDATES!!!!


Some Last minute changes to Annex Conquer the World 4.0:

New Shadow Organization Hero: VIXEN



(http://i59.tinypic.com/2gvtsg7.jpg)

Shadow's top spy and a dangerous saboteur. While not as armed as other the heroes (only armed with a concealed sub-machine gun) her strengths are her ability to confuse and manipulate her enemies.

She has two abilities:

Charm



(http://i59.tinypic.com/bdp06h.jpg)

Cost 155 EP (Max 300)

An attack that does not deal damage, but instead charms that unit, and surrounding units with her charisma, bribery, whatever it takes. Thus reducing their will to fight. This lowers all nearby units armor by 100%, Attack by 50%, and speed by 50%.

Hack Production



(http://i61.tinypic.com/2mobi49.jpg)

Cost 155 EP (Max 300)
Needed: Shadow Lab

Well trained in database hacking, this move can be used on a single structure, completely shutting down its systems, halting any unit production for a significant amount of time.  In order for this move to work VIXEN must move close to the structure to work, so be careful of enemy turrets.

Rogue Kestrel



(http://i58.tinypic.com/t6t8b9.jpg)

That's right shes a hero in the Alliance Renegades as well, sort of at least. In this alternative reality Kestrel defected from the alliance with the rest of the Renegades, However in doing so she loses her access to nuclear weapons, and powerful air support. Instead gaining these two abilities:

Retreat



(http://i60.tinypic.com/b3u8vs.jpg)

2 Ep per step (300 max)

This move skill, increases her speed by 50% with a cost of 2 ep per step. Any surrounding ally unit will also have their move speed increased by 50%. Great for hit and run tactics, saving your attack forces from annihilation, or just getting forces where the need quickly.

Decoy Squad


155 EP (300 max)

(http://i58.tinypic.com/349fiph.jpg)

This attack spawns a squad of 3 Decoy Tanks. They have similar armor stats as a Rogue Tank, however they do not do damage when they attack and they loose 15 hp a second. They still look like they are attacking though so it may be difficult for the enemy to tell the difference. This attack works at quite a long range, and it works best when performed outside the enemy's vision, as getting spotted might give the secret away. There may be other ways to tell as well.

PS Original Kestrel is still available in the Alliance Faction!


Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 9 August 2014, 23:30:45
Well trained in database hacking, this move can be used on a single structure, completely shutting down its systems, halting any unit production for a significant amount of time.  In order for this move to work VIXEN must move close to the structure to work, so be careful of enemy turrets.
Nice way to use attack boost! :D But how do you place the unit on the structure? spawn-attack? or build? ^^
Well... I will be away for some weeks now so i may miss the new release :(

Hopefully someone plays multiplayer with me if i get back :D (if its released ;) )
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 15 September 2014, 00:52:40
Well trained in database hacking, this move can be used on a single structure, completely shutting down its systems, halting any unit production for a significant amount of time.  In order for this move to work VIXEN must move close to the structure to work, so be careful of enemy turrets.
Nice way to use attack boost! :D But how do you place the unit on the structure? spawn-attack? or build? ^^
Well... I will be away for some weeks now so i may miss the new release :(

Hopefully someone plays multiplayer with me if i get back :D (if its released ;) )

Sorry Missed your comment.  Its an attack spawn command.

More Updates!!



CPU players now properly use Mobile Refineries/Transports! (special thanks to filux for the fix)


(http://i57.tinypic.com/208v5w9.jpg)
This is a screen shot of a Cpu player, as you can see the mobile refinery moved nearby the crystal patch, but keeps some distance to not block harvesters. Once patch is cleared up the Cpu will move the refinery to the nearest patch of crystals.
Before Mobile refineries will aimlessly wonder around the base causing congestion and other issues.

Particle Explosions on Vehicle+Structure destruction!


(http://i57.tinypic.com/2czzts5.jpg)
This has been a long time coming, finally most vehicles and structures have proper explosions when they destroyed. Expect alot more fireworks during your battles!
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Julius on 15 September 2014, 19:17:06
Looks great! Any ETA for the promised fully FOSS 4.0 release?
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: tomreyn on 16 September 2014, 22:50:18
We're working on it and it's almost ready (for Linux, Windows, OS X), at least from a technical perspective. And it sure is an awesome game. :)
Title: New Gameplay video!
Post by: Ishmaru on 20 September 2014, 21:36:27
We're working on it and it's almost ready (for Linux, Windows, OS X), at least from a technical perspective. And it sure is an awesome game. :)

Yes! We are so close we can almost taste it.

In the mean time check out latest Gameplay footage:



https://www.youtube.com/watch?v=flE7v6J49bY

Recording of Republic Mission 6 in upcoming Annex release 4.0.
I admit I played this stage rather ineffectively taking way more casualties than I really should have, all for silly mistakes. For example: accidentally leaving snipers in front line, leaving my anti air far away from my main force, and forgetting to use Karina's (the hero unit) "Wrath of the Republic" super. You probably notice me play less and less aggressively as my army shrinks due to my incompetence :).

In case you are wondering this is my starting units:

Starting point 1:
Command HQ (Needed only for Hero's ability)
1 Karina (Hero Unit)
6 Snipers (long range anti infantry)
5 Spartan IFVs (light tank/anti Infantry)
2 Officers (Stats boosts and Hp Regeneration)

Starting point 2:
8 Buster Rockets (Anti Air Infantry)
4 Bunker Crushers (Long range Siege)

Video includes new explosion particles, new water, new unit voice overs and new soundtrack for upcoming release!

Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: titi_son on 29 September 2014, 15:34:17
Nice :D
Every time a watch a annex video or a screenshot i think that the font just don't fit. I looked around a bit which fonts could fit and found two: imgur.com/a/KwBfA (http://imgur.com/a/KwBfA)
The first one (which i prefer) is Licensed under SIL Open Font License and can be found here:https://github.com/theleagueof/league-gothic/
If you take this one, you need to set the FONT_BASE_SIZE=7 (or maybe 6). I don't know if there is a separate file where you can set the font for all languages. There is no wikipage for that.
The second one is called FreeMonoBold and is licensed under GPL (i think). It's a very common font so I think you could find it somewhere ( it was installed on my PC :D ).
You do not need to take one of the suggested Fonts of course, but i think the original megaglest font does not fit to annex.
Title: Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
Post by: Ishmaru on 29 September 2014, 17:18:45
I never thought of replacing the font for annex, you are right the megaglest doesn't fix the futuristic theme. I'll look into the translation and how they would be effected. on a side note: I do like League Gothic better, honesty the freemono bold is just to difficult to read being that small of a size. thanks!

It may be to late to implement in 4.0 but I'll look in to for a future release.