MegaGlest Forum

MegaGlest engine based games => Annex: Conquer the World => Topic started by: Ishmaru on 26 August 2012, 06:03:13

Title: Astro Marines for Annex by Mr War
Post by: Ishmaru on 26 August 2012, 06:03:13
ASTRO MARINES FACTION FOR ANNEX CONQUER THE WORLD!

Hi I've done some modifications to Mr War's Astro Marines to better fit changes in Release 4.0. Credit goes to Mr War who did an amazing job designing/modeling the faction! Annex only, will be incompatible with megaGlest.  Download: http://www.indiedb.com/mods/astro-marines-mod/downloads

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

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)

Strategy:
In this version of Astro Marines the Focus is on Infantry with vehicle support in early game, and and focusing on strong Armor assaults late game. Astro Marines infantry forces are consists of the best soldiers from around the world and go through extreme training, as such they are much more devastating than any other infantry from another faction.  On the other hand, early game vehicles (hornet + panther) have strong attack strength but are very lightly armored. This is done to ensure quick deployment to battlefields.  Because of the supplies necessary to transport Infantry + Vehicles From to and from Space expect high supply costs, so build more Supply Bases to supplement this.

Changes for Annex version 4.0

-Edited faces of units to match Annex style better.
- Astro requires more supplies and tend to be more expensive than other factions
- Infantry have much more armor and HP than other factions, however they have less HP regeneration
- With the exception of Lion Tank and Ram Ripsaw Astro vehicles tend to be lacking in armor and HP, but greater firepower.
- Morphs between Hornet variations is much faster
- Allowed Lion Tanks to be produced cheaper, but are less powerful than before.
- Fixed Ghost Snipers from being overpowered (removed splash, slowed attack animation, increased ep per shot cost, changed weapon type from Siege to Sniper)
- Removed limitations to the number of Hornets and Medics that can be built
- Sargents now have the Heavy armor type (same as tank) meaning they are very resistant to Light, Flame, and Siege weapons, but succumb easily to Shell and Energy Weapon types
-Removed useless upgrades such as Robotics, and Advanced Rods, tweaked others to be more useful.
-Added faction links to factions in Base_Battle techtree, so you can play with the standard factions.

Previous version changes include:
(click to show/hide)

Astro Marines Update published on Indie DB/Mod DB


http://www.indiedb.com/mods/astro-marines-mod/downloads

Installation:



To Install: Unzip and place into techs folder in your application data path. If you installed game via a installer you should find a shortcut to the directory in your start menu.

For example on windows C:\Users\--yourusername--\AppData\Roaming\Annex_CtW\techs

You may also place the unzip folder into the techs folder of the games main directory. However, this is not recommended as you will be directly editing the core games data.

For example on windows: C:\Program Files\Annex CtW\techs
Title: Re: Astro Marines for Annex by Mr War
Post by: Ishmaru on 27 August 2012, 23:31:32
I fixed this to run on linux machines. Enjoy!
Title: Re: Astro Marines for Annex by Mr War
Post by: titi_son on 28 August 2012, 20:05:29
Thanks.
Title: Re: Astro Marines for Annex by Mr War
Post by: Hagekura on 29 August 2012, 05:17:25
This faction's units and buildings animations are very interesting. Particle effects are beautiful too.
Especially I'm very impressed by transformation animation of the Hornet mech - I love this mech - :D . but I found a little bug of Hornet Gunship, the Gunship doesn't have air-to-air attack "command", even though the unit has air-to-air attack skill in xml. so the Gunship can't attack air units.
Title: Re: Astro Marines for Annex by Mr War
Post by: Ishmaru on 29 August 2012, 14:49:43
...but I found a little bug of Hornet Gunship, the Gunship doesn't have air-to-air attack "command", even though the unit has air-to-air attack skill in xml. so the Gunship can't attack air units.

Yes Mr War did an amazing job with the particle effects, my favorite are the Hover Tank particles, and the Black Explosions from destroying a Marine Base.

I removed Hornet Gunship ability to attack air as a balance. Currently there is no limit to number of Hornets that can be owned by player (they do not count toward air limit) So they can only attack ground and are relatively slow to prevent player from easily having air superiority. They can only attack air units in mech mode, where they are much more vulnerable to attack.
Title: Re: Astro Marines for Annex by Mr War
Post by: Ishmaru on 30 July 2014, 16:18:17

As Annex release 4.0 is fast approaching,  I went back to Mr Wars Astro Marines faction to do a bit of updating.


 
Edited faces of Astro Infantry to appear more like faces of Annex's default factions. Eyes are green to match MrWar's concept art.

(http://oi60.tinypic.com/2i8ubtz.jpg)

For reference this was how the old face appeared.


(click to show/hide)

Some of the other changes include:



- Astro requires more supplies and tend to be more expensive than other factions
- Infantry have much more armor and HP than other factions, however they have less HP regeneration
- With the exception of Lion Tank and Ram Ripsaw Astro vehicles tend to be lacking in armor and HP, but greater firepower.
- Morphs between Hornet variations is much faster
- Allowed Lion Tanks to be produced cheaper, but are less powerful than before.
- Fixed Ghost Snipers from being overpowered (removed splash, slowed attack animation, increased ep per shot cost, changed weapon type from Siege to Sniper)
- Removed limitations to the number of Hornets and Medics that can be built
- Sargents now have the Heavy armor type (same as tank) meaning they are very resistant to Light, Flame, and Siege weapons, but succumb easily to Shell and Energy Weapon types
-Removed useless upgrades such as Robotics, and Advanced Rods, tweaked others to be more useful.
-Added faction links to factions in Base_Battle techtree, so you can play with the standard factions.

Astro Marines Update published on Indie DB/Mod DB


http://www.indiedb.com/mods/astro-marines-mod
Title: Astro Marines Updated for 4.0
Post by: Ishmaru on 10 October 2014, 18:55:32

Astro Marines Updated for Annex 4.0!



See top post for more information!

Download: http://www.indiedb.com/mods/astro-marines-mod/downloads

Title: Re: Astro Marines for Annex by Mr War
Post by: John.d.h on 11 October 2014, 18:32:55
So if Earth's marines are on the world of Annex, they exist in the same universe, so Annex is an Earth colony? ;D
Title: Re: Astro Marines for Annex by Mr War
Post by: Ishmaru on 12 October 2014, 12:34:54
So if Earth's marines are on the world of Annex, they exist in the same universe, so Annex is an Earth colony? ;D

Or maybe this is just an alternate reality of Earth.  A war between dimensions. ;)