MegaGlest Forum

Modding and game content creation => Mods => Topic started by: Ishmaru on 22 May 2016, 18:18:51

Title: Assault Command MOD v3
Post by: Ishmaru on 22 May 2016, 18:18:51

CURRENT VERSION 3.0


Get it in game the Mod Center  ( assault_command_v3 )



Techtree diagram:
(click to show/hide)

Update 2.8 - 3
(click to show/hide)

Its been quite a while since I've released anything :) Here is a little something I've been working on.

Get it in game the Mod Center  ( assault_command_v3 )



V3 Download: https://www.moddb.com/mods/command-assault/downloads/assault-command-v3

GITHUB Master Branch: http://github.com/Ishmaru/Assault-Command-Mod-for-MG

Community


I launched A Discord for all of my games including Command Assault, Terra Centauri, and Annex Conquer the World. There are rooms dedicated to multiplayer, and you can get sneak peeks into other projects. You are all invited!
https://discord.gg/M4479aaGbm

THEME:
This time I built a new faction around this concept. Flying Transport Harvesters, allow for resource collection over large distances, mobile refineries (now called Mobile Bases are faster and can even deploy infantry). You can (and should ) build base defenses, rebalanced to be more powerful but less stable. Now Most infantry now can perform worker duties, building, harvesting, and repairing. Not to mention all new abilities, like smoke grenades, EMP bursts, Field Commander Boosts, Decoy Tanks, and many more.

ART:
I did reuse Annex models, but made new higher resolution textures, and much improved particle effects. Also infantry are based on models from Terra Centauri. The game plays like a much more refined Annex game, fast combat, and way better balance between units. A mere couple of rockets can tear a vehicle up, and machine guns are devastating against infantry, yet battles are not pure chaotic, battles of attrition. You can feel your tactical decisions have a huge impact on the outcome.

RANDOM DAMAGE:
One other thing that is new is how damage is referenced in the XMLs. Generally in any Glest mod, damage is calculated by a attack strength stat + or - by an attack var stat. For example Attack strength 20, Attack Var 5, makes the attack do anywhere between 15 and 25. Nice but generally the random seems to average out over time, thus loosing the effectiveness of the random variable. What I did this time, is have small attack strength and attack var values, and big multipliers. For example units generally 2 for attack strength and 2 for attack variable, meaning the unit will do 0-4 damage per hit. Then the attack multiplier in the techtree xml is set to 20.0 which means the unit will do either 1, 20, 40, 60, or 80 damage per hit. A much more effective random number, and infantry has only 100 hp so your unit can do 1 damage(miss) or 40(half) even 80(almost a one hit kill).
/End Rant[/spoiler]

Assault Command is a fast paced RTS experience. With some unique features:



- No base building, you start with one pre-made base and must defend it at all cost. Defenses such as turrets can be built.
- Most infantry can perform "worker" commands such as building, repairing and harvesting. (Field Officers, and Kestrel are the exception).
- Standard Grunts are promoted to other classes.
- Transport Heli's can harvest over long distances, and even drop paratroopers!
- Mobile Base, Large transport truck, can deploy Grunts, and act as a drop off point for resources.
- High variable damage. Units can do devastating damage or even miss entirely. Strong attack type/Armor type ratios.
- Fast paced combat. New method to calculate damage gives better random calculations. Units can seem to be able to avoid damage, or do massive damage. (read more about it in my Developer Rant in the section Random Damage)
- Unique special abilities, such as Smoke Grenades, EMP Blasts, Decoy Tanks, Paradrop Infantry, Airlift Vehicles, Airstrikes, and many more.

Recommended Tilesets:


Mediterran, Scrub Land, Birch Forest, Dark Forest, Desert 4, Pandora, Swamp

More Documentation on Units and abilities is to come!

Enjoy!

MEDIA:

(https://raw.githubusercontent.com/Ishmaru/Assault-Command-Mod-for-MG/master/screen8.png)
(https://raw.githubusercontent.com/Ishmaru/Assault-Command-Mod-for-MG/master/screen5.png)
(https://media.moddb.com/cache/images/mods/1/46/45784/thumb_620x2000/Union2.jpg)
Title: Re: Command Assault MOD
Post by: kagu on 22 May 2016, 19:39:02
Awesome. Can't wait to try it !!!
Title: Re: Command Assault MOD
Post by: filux on 22 May 2016, 20:31:28
 :)
Offtopic kicked to: https://forum.megaglest.org/index.php?topic=9831.msg92527#msg92527
Title: Re: Command Assault MOD
Post by: Ishmaru on 22 May 2016, 20:56:56
When playing be sure to play with special abilities, they are a big part of the game.
Title: Re: Command Assault MOD
Post by: filux on 23 May 2016, 16:20:28
unplayable on linux  :-X, to fix this you need:
Code: [Select]
rename:    assault_command/factions/assault/units/black_ops/troop/trooprun.G3D -> assault_command/factions/assault/units/black_ops/troop/trooprun.g3d                                                                                         
rename:    assault_command/factions/assault/units/black_ops/troop/troopstand.G3D -> assault_command/factions/assault/units/black_ops/troop/troopstand.g3d                                                                                     
rename:    assault_command/factions/assault/units/command_h_q/sounds/steammach.WAV -> assault_command/factions/assault/units/command_h_q/sounds/steammach.wav                                                                                 
rename:    assault_command/factions/assault/units/field_officer/troop/trooprun.G3D -> assault_command/factions/assault/units/field_officer/troop/trooprun.g3d                                                                                 
rename:    assault_command/factions/assault/units/field_officer/troop/troopshoot2.G3D -> assault_command/factions/assault/units/field_officer/troop/troopshoot2.g3d                                                                           
rename:    assault_command/factions/assault/units/field_officer/troop/troopstand.G3D -> assault_command/factions/assault/units/field_officer/troop/troopstand.g3d
Title: Re: Command Assault MOD
Post by: Ishmaru on 23 May 2016, 18:38:19
fixed in Git hub! I haven't updated release yet so you need to pull from github Thanks Filux!
Title: Re: Command Assault MOD
Post by: titi on 24 May 2016, 11:07:58
Git works in linux now.
We playtested it a bit yesterday but I cannot give too much feedback at the moment.
Only problem I had while playing was the size of the mobile harvester which could not really move on the map we played.

I especially like the new hires textures which fit much better to the more modern tilesets.
Title: Re: Command Assault MOD
Post by: Ishmaru on 26 May 2016, 14:24:53

Command Assault has ben updated to version 1.2!



Top post for links ^

Whats Added:
NEW UNIT: Railgun Infantry
* Added blood fx, when infantry are killed.
* Mobile Base is now size 3 instead size 4, to help with pathfinding.
* Mobile base can no longer be selected in a group, to prevent accidental selection.
* Sound effects for Smoke Screen and EMP
* Changes to nearly all Infantry skins.
* New song "Grime of the City" added to soundtrack, added ambient warfare sounds in between tracks.

Balance Changes:
* All vehicles + defenses (except Recon) have more HP, most +50 tanks are +150
* Tanks produced slightly faster
* Increased damage ratio of Explosion and HMG attack types vs Structures
* Kestrel has increased range for both normal and "lucky shot" attacks, and increased hp regeneration. Lucky shot is performed faster as well.
* Rocket and Railgun infantry now have a secondary attack with a rifle. (best vs infantry) both units move faster with the rifle equipped than their default weapon. Rifle is equipped automatically when performing Harvest, Build, and Repair skills.

and Thanks titi! I reduced the size of mobile harvester to 3 that should help with pathfinding
Title: Re: Command Assault MOD
Post by: titi on 29 May 2016, 23:13:36
I just wanted to say that andy5995 and em had a lot of fun today playing this mod:
We tried to win this:
Code: [Select]
map was lakesway
1 Human Host     andy5995dev Linux-X64 0.60 Assault 1 no 103 103 149 131 11632 18,013 no 00:00:00
2 Network Player titi Linux-X64 1.00 Assault 1 no 84 83 65 56 15117 12,612 no 00:00:00
3 CPU Mega     AI1 4.90 Assault 2 no 96 96 100 121 81734 23,823 no 00:00:00
4 CPU Mega     AI2 4.90 Assault 2 no 117 117 86 115 93269 26,777 no 00:00:00
Title: Re: Command Assault MOD
Post by: andy_5995 on 30 May 2016, 00:01:46
I played a few yesterday by myself. The last round I played was against one Mega (2.5). It was relatively easy for me to win. That's why I chose to set up me and titi's game with 4.9. Yeah, it's fun. :)
Title: Re: Command Assault MOD
Post by: Ishmaru on 30 May 2016, 05:50:00
I was working on making vehicles build faster, and tweaking some balance issues. Vehicles are still very expensive.
Title: Re: Command Assault MOD
Post by: andy_5995 on 30 May 2016, 15:07:01
(http://s33.postimg.org/713q9ekmj/Assault_MG_Screenshot_05302016_10_03_52_AM.jpg) (http://postimg.org/image/713q9ekmj/)
Title: Re: Assault Command MOD v 1.3
Post by: Ishmaru on 31 May 2016, 13:29:31
andy_5995 Sounds like an epic match, wish I could have seen it!

I pushed version 1.3 to git hub!

Whats Added:
* Added camera shake effects, on building and vehicle destruction.

Balance Changes:
* Faster vehicle build times.
* Faster defense build times.
* Faster unit upgrade times.
* Railgun Infantry cheaper to produce.
* Stalker increased attack range.
* Spartan IFV increased Rocket damage.
* Cobra MRLS increased Rocket damage

With vehicles producing faster, the ai, especially for mega will be even harder. Let me know what you guys think.
Title: Re: Assault Command MOD
Post by: titi on 2 June 2016, 11:31:48
Its definily harder to win now!
A problem we had yesterday is running out of resources in maps. I think all things are too expensive and ( related to this ) mining is too fast.  Maybe change the resources in the techtree and let each piece of gold/stone be 4x the normal amount. I think this would fit better.
In longer games its a bit sad that you cannot make new (production)buildings.
Title: Re: Assault Command MOD
Post by: andy_5995 on 2 June 2016, 14:46:46
In longer games its a bit sad that you cannot make new (production)buildings.

I thought about this. Especially on longer maps (128 or higher), waiting for tanks to come is not always the best option.

So, either the ability to create new production buildings... or give the existing 2 the ability to move, like the mobile base.

A third option would be an airship that could transport  x number of land vehicles.
Title: Re: Assault Command MOD
Post by: Ishmaru on 2 June 2016, 21:13:34
In longer games its a bit sad that you cannot make new (production)buildings.

Field Officers have a skill called "Overtime" which increases production speed of your Command HQ, making production faster. (Used to work better before I increased vehicle production speed, will have to refactor that.) Will slow down vehicle production a bit, as massing vehicles was the exact opposite of what what I wanted to do, but will increase the speed of this effect.

A problem we had yesterday is running out of resources in maps. I think all things are too expensive and ( related to this ) mining is too fast.  Maybe change the resources in the techtree and let each piece of gold/stone be 4x the normal amount. I think this would fit better.

An increase sure, but 4x is way to much, having low resource amounts, forces players to prioritize their purchases. You do not need Dozens of Tanks/MRLS. If you do then your playing it wrong :) and better be prepared to dominate as many oil derricks as possible. Also remember you get money for defeating enemies (and they get resources for killing your troops) so playing recklessly will make winning very difficult. In Andy's screenshot he lost nearly as much as he defeated and that's bad, though I understand that megas are not fair in any sense.

I thought about this. Especially on longer maps (128 or higher), waiting for tanks to come is not always the best option.

So, either the ability to create new production buildings... or give the existing 2 the ability to move, like the mobile base.

A third option would be an airship that could transport  x number of land vehicles.

Did you know you can drop grunts from a Transport Heli? (and its fast to upgrade infantry) That's is the fastest way to reinforce your main force. You can also deploy grunts from mobile base. Also Stalker's have a skill that airlifts them by heli to a new location. Making them fast to move around the map. Just some strategies.

Sorry but no additional production buildings. And Airsips are not possible in Megaglest :(
Title: Re: Assault Command MOD
Post by: andy_5995 on 6 June 2016, 21:13:10
Instructions for installing from git on Linux

I'm sorry, but I don't know how to do this on Windows. Here are some instructions for Linux....

This mod isn't yet available in the mod center. Anyone who wishes to help test it can follow these instructions:

Install git from your repo

Code: [Select]
cd ~/.megaglest

git clone https://github.com/Ishmaru/Assault-Command-Mod-for-MG.git

cd techs

ln -s ../Assault-Command-Mod-for-MG/assault_command

To update it later:

Code: [Select]
cd ~/.megaglest/Assault-Command-Mod-for-MG

git pull

Title: Re: Assault Command MOD
Post by: Ishmaru on 6 June 2016, 23:20:47
You can download source from the release section. And just copy assault_command directory to your megaglest user/ techs/directory. Fyi a big release is coming soon, so if you want to add  to mod center give me a day or to to finalize and push.
Title: Re: Assault Command MOD
Post by: andy_5995 on 7 June 2016, 02:02:11
I edited my instructions above.

I had cd scenarios, where it should have been cd techs.
Title: Re: Assault Command MOD v1.4
Post by: Ishmaru on 7 June 2016, 05:36:12

Version 1.4 is out, Check it out above!



Version 1.4
-----------------
Whats Added:
New Unit Scorpion SPG Assault
New Unit Scorpion SPG Siege
New Unit Prototype Tank
New Revised Mobile Base, produces all vehicle types! Also wth a new 3D model.

Balance Changes:
Fixed Railguns using standard rifles when holding position.
Removed one Command HQ from start. You now start with one Mobile Base, and one Command HQ.
Spartan IFV Hp reduced.
Mobile Base, no longer flees from enemy units.
Increased amount of oil per oil derrick.
Increased “Overtime” boost to significantly increase build times.
Fixed issue with Black Ops not repairing Spartan IFVs.
Title: Re: Assault Command MOD v1.4
Post by: andy_5995 on 18 June 2016, 01:28:39
We've played this a few more times recently. People seem to enjoy it. But there appears to still be some balance issues. I hope more people will give you feedback.

Here are the stats from a game played earlier today:

(https://s31.postimg.org/djynopsh3/AC_Screenshot_06172016_08_26_06_PM.png) (https://postimg.org/image/djynopsh3/)
Title: Re: Assault Command MOD v1.4
Post by: Ishmaru on 18 June 2016, 08:06:22
We've played this a few more times recently. People seem to enjoy it. But there appears to still be some balance issues. I hope more people will give you feedback.

Here are the stats from a game played earlier today:

(https://s31.postimg.org/djynopsh3/AC_Screenshot_06172016_08_26_06_PM.png) (https://postimg.org/image/djynopsh3/)

Any feedback would be appreciated.

I'm working on a new unit, new structure, and adding alot of upgrades. Going to be pretty cool.

Title: Re: Assault Command MOD v1.4
Post by: Ishmaru on 20 June 2016, 13:38:37

Assault Command v 1.5 is out! Check out above!



Whats Added:
* New Unit Motorcycle
* New Building Battle Lab
* More camera shake effects, on cannons firing.
* New Upgrades:
Scanners
Body Armor
Turbines
Incendiary Grenades
High Explosive Shells
Rocket Capacity
Magnetic Armor
Ap Bullets
Calibrated Scopes
Reflective Mirrors
Composite Armor
Long Range Tracking

Balance Changes:
* Decrease EP cost to attack for Scorpion Assault + Scorpion Siege
* Decreased Cost for Scorpion
* Lowered Hp for Transport Heli + Transport Heli Stalker
* Slight Hp increase for Sentry Guns
* Decrease EP cost to attack for Stalker
* Slight Range Increase for Stalker
* Motorcycles can harvest distant resources with faster movement. However they cannot repair or build structures.
* Increased Railgun damage.
Title: Re: Assault Command MOD v1.6
Post by: Ishmaru on 1 July 2016, 21:02:06
Assault Command v 1.6 is out! Check out above!

Whats Added:
* New Flying Infantry Unit WASP

Balance Changes:
* Stalker has more HP.
* Rocket Capacity Doubles Max EP for MRLS
* Rocket Capacity no longer affects Spartan IFVs
* Reflective Mirrors now only adds +1 to attack for Energy Cannons.
* Player Starts with 2 Command HQ’s, a Mobile Base, & Battle Lab
* Kestrel renamed to Commando
* Commandos are no longer trained from Mobile Base or Command HQ.
* Commandos are upgraded from  Black ops, Rocket Grunts, Motorcycle, WASPs, or Railgun Infantry
* Field Officers cannot be upgraded from a basic Grunt
* Field Officers are upgraded from a Black ops, Rocket Grunts, Motorcycles, WASPs, or Railgun Infantry
* Motorcycles are upgraded faster.
Title: Re: Assault Command MOD v1.7
Post by: Ishmaru on 18 July 2016, 02:03:47
I forgot to mention,

Assault Command is now on v1.7!

Whats Added:
New Infantry Unit Medic

Balance Changes:
Armor type Armor replaced with new armor types: Armor Light, Armor Medium, and Armor Heavy.
Vehicles rebalanced to use new armor types.
Vehicles now share similar hp with infantry.
Vehicles are significantly cheaper. For EX Battle Tank 800 => 600.
Command HQ now heals near by units!
Fixed bug where rocket grunts only use rifles in when given a Hold Position comand.
Motorcycles have more hp!

Upgrade changes:
Body armor only effects: Black Ops, Rocket Grunts, WASPs and Commandos
Improved scopes now also improves WASP attack strength.
Composite armor does not effect Stalkers anymore.
Title: Re: Assault Command MOD NEW FACTION!
Post by: Ishmaru on 14 October 2016, 15:36:55
NEW FACTION Defense (WIP)!

(https://raw.githubusercontent.com/Ishmaru/Assault-Command-Mod-for-MG/master/screen4.png)

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

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

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

Balance Changes:
Motorcycle removed from Assault Faction
Rocket Grunt removed from Assault Faction
Incendiary Grenades removed from Assault Faction
Magnetic Armor removed from Assault Faction
High Explosive Shells removed from Assault Faction
New Weapon Type: Flame - Good DPS vs infantry and buildings. Bonus splash damage.
Title: Re: Assault Command MOD v2.1
Post by: filux on 15 October 2016, 19:38:58
On linux there is classic problem. With local fix git is showing:
Quote
$git status
On branch master
Your branch is up-to-date with 'origin/master'.
...
   renamed:    assault_command/factions/defense/units/panther_tank/tank/tankdie2.G3D -> assault_command/factions/defense/units/panther_tank/tank/tankdie2.g3d
   renamed:    assault_command/factions/defense/units/panther_tank/tank/tankrun.G3D -> assault_command/factions/defense/units/panther_tank/tank/tankrun.g3d
   renamed:    assault_command/factions/defense/units/panther_tank/tank/tankshoot.G3D -> assault_command/factions/defense/units/panther_tank/tank/tankshoot.g3d
   renamed:    assault_command/factions/defense/units/panther_tank/tank/tankstand.G3D -> assault_command/factions/defense/units/panther_tank/tank/tankstand.g3d
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 16 October 2016, 02:38:23
HA HA Classic Windows => Linux porting issues.

Should now be fixed on master branch. Thanks Filux!
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 1 February 2017, 00:02:06
I got loading errors when starting a game with the defense faction. Worked fine when only assault was used. (2.1)
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 1 February 2017, 02:05:03
What kind of errors?
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 1 February 2017, 03:08:35
It appears to be an issue with case sensitivity (I use Linux). I see tankstand.G3D in the directory.

Quote
*ERROR* [2017-01-31 21:05:05] In [/home/jenkins/build/workspace/megaglest-source_l64/source/glest_game/types/skill_type.cpp::load Line 485] WARNING CANNOT LOAD MODEL [/home/andy/.megaglest/techs/assault_command_2.1/factions/defense/units/panther_tank/tank/tankstand.g3d] for parentLoader [/home/andy/.megaglest/techs/assault_command_2.1/factions/defense/units/panther_tank/panther_tank.xml]
*ERROR* [2017-01-31 21:05:07] In [unit_type.cpp::loaddd Line: 886] Error [Error no animations found for skill [stop_skill] for parentLoader [/home/andy/.megaglest/techs/assault_command_2.1/factions/defense/units/panther_tank/panther_tank.xml]
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 1 February 2017, 16:40:25
Should have already been fixed long ago, Did you recently pull from Master Branch?

https://github.com/Ishmaru/Assault-Command-Mod-for-MG/tree/master/assault_command/factions/defense/units/panther_tank/tank
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 1 February 2017, 23:00:28
I was using the 2.1 tarball.

I cloned the git repo and, yeah, the error goes away. I'll try to get some testing in with some other players.
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 2 February 2017, 08:05:51
EDIT:

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

-----

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

assault_command_20170201.zip (https://drive.google.com/file/d/0B-Ixr8t8mjDsYUkxUUE0eko0c2s/view?usp=sharing)

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

I'm not really sure if this will make it easier for people to download and try AC, but wanted to offer it as an alternative. The 7z can be downloaded and installed from my server, but my upload speed is not very high, so to be required to wait for the transfer before a game is not very practical, imo.
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 2 February 2017, 18:27:26
Thanks Andy_5995, actually I'm surprised that AC isn't in the mod center. That would be the best place for it.  ;)

I still need better names for the factions. Assault and Defense are boring names, and they don't really match up with their play styles.
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 2 February 2017, 19:19:24
Thanks Andy_5995, actually I'm surprised that AC isn't in the mod center. That would be the best place for it.  ;)

Agreed :)

I'll ask titi about it soon. What may expedite the process is if you could join us on IRC sometime, and get in a game with me and titi, so there could be a little real-time discussion about it and some feedback.
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 2 February 2017, 19:59:51
filux added AC to the headless dev server today.
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 2 February 2017, 23:44:47
Here are some numbers from a game we played today

(https://s29.postimg.org/z34kkvz4j/Screenshot_2017_02_02_17_42_55.png) (https://postimg.org/image/z34kkvz4j/)
Title: Re: Assault Command MOD v2.1
Post by: titi on 6 February 2017, 23:52:20
I found some some case trouble with defense/units/panther_tank/tank/*.G3D
I'll fix it for mod center.
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 7 February 2017, 00:07:59
I don't know why people are having the case issues with the mod. They are supposed to be fixed in the master branch.
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 7 February 2017, 00:12:01
Ishmaru, I think some people are trying the latest "advertised/released version" of 2.1, rather than the master branch. It may not be clear the the recommended version to try is git-current.
Title: Re: Assault Command MOD v2.1
Post by: titi on 7 February 2017, 00:35:08
uhm thats it. Well I uploaded a bit modified 2.1 now.
( !! The mod center version is not compatible with the latest GIT version !! )

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

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

Title: Re: Assault Command MOD v2.1
Post by: wciow on 11 February 2017, 00:44:45
Tried this out today. Its a really good mod  :thumbup:

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

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

I can't recommend this mod highly enough! Thank you for making something different and exciting Ishmaru  :D
Title: Re: Assault Command MOD v2.1
Post by: softcoder on 11 February 2017, 01:30:38
The AI by default is designed to work well with megapack. Outside of that Megaglest allows you to 'coach' the AI engine differently for your factions:

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

and

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

Good Work Ishmaru!
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 11 February 2017, 06:21:30
Thanks for the upload titi, Ill send you a thumbnail image and better description soon.

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

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

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

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

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

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

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

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

and

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

Good Work Ishmaru!

Thank you, I have incorporated a few of these but haven't tried them all yet.
Title: Re: Assault Command MOD v2.1
Post by: softcoder on 13 February 2017, 00:27:50
Please let us know what kinds of additional direction to build into the AI tag controls so we can help make the AI play better for this mod.

Maybe it wont be too hard to actually do what is needed?
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 18 February 2017, 01:29:12
Someone should add Assault Command to the wiki @ https://docs.megaglest.org/Mods/List
Title: Re: Assault Command MOD v2.1
Post by: titi on 20 February 2017, 10:08:49
Someone should add Assault Command to the wiki @ https://docs.megaglest.org/Mods/List

you ?
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 20 February 2017, 19:21:53
Added. But needs to be reviewed; I wasn't sure about 2 or 3 of the fields.

Compatibility?

Download?
I entered the text 'Mod Center' since titi used a slightly modified version of 2.1, and therefore a different download archive shouldn't be used (to avoid data errors).
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 13 March 2017, 18:48:42
@ishmaru and softcoder

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

It's been moved to the Feature requests forum:
additions to AI tag controls (https://forum.megaglest.org/index.php?topic=9934.0)
Title: Re: Assault Command MOD v2.1
Post by: SnEptUne on 12 July 2017, 02:31:38
I really like this mod, which is using the model for Annex.

I updated the mod so that it can match against the east_vs_mega.  I removed oil (and switch back to gold/wood/stone), change the armour type, added warehouse, factory, troop_crawler, and balance the hp/damage etc... so that it will have proper match against the other faction.

http://www.mediafire.com/file/hxyxhjkb1wjysgo/assault_vs_east.7z

Unfortunately, I couldn't get the AI to work.  It won't build more advanced units.
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 15 July 2017, 14:48:52
Im glad you like,

For your Ai issue, it probably has to do with the fact that infantry generally acts as both workers and warriors. Which the AI struggles with, especially with multiple resource types.
Title: Re: Assault Command MOD v2.1
Post by: SnEptUne on 16 July 2017, 21:56:56
Perhaps, but the AI can farm the gold/stone/wood just fine.  It just seems to allocate the wrong number (e.g. it assigns always all worker to wood, the rest to stone, but only 2 to gold).  As a result, the AI is too weak to do anything due to this farming ratio, is there a setting to force more worker to farm for gold instead of wood?
Title: Re: Assault Command MOD v2.1
Post by: Grandolf on 18 October 2017, 06:22:36
My fav mod. just beat the computer me and 1 other AI(1.0) vs 3 AI(2.5 each) useing a mojority of scorpians.
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 19 October 2017, 05:02:43
My fav mod. just beat the computer me and 1 other AI(1.0) vs 3 AI(2.5 each) useing a mojority of scorpians.

Thank you. Glad you like it!

Yea scorpions are great for mobile defense as you push toward the enemy camp. Maybe a little OP :P
Title: Re: Assault Command MOD v2.1
Post by: titi on 25 January 2019, 13:56:48
Is it ok when I put this in the game internal mod center ?
( ok it was a dumb question, as it is already in mod center. Maybe I need to update it )
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 23 April 2019, 23:41:15
Is it ok when I put this in the game internal mod center ?
( ok it was a dumb question, as it is already in mod center. Maybe I need to update it )

titi the version in the mod center is the same as the the current git, so you're all up to date.

To all: unrelated, here's a video of a game (https://www.twitch.tv/videos/415472854) I recorded today.
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 4 April 2020, 03:21:56
Ishmaru did a major update recently and I packaged the latest version available.

Assault Command v2.7.7z (https://www.dropbox.com/s/tuzg7qehb3v8bsp/assault_command_A27.7z?dl=0)

md5sum: 1ec96e8eec2dd177cecc441723930dc2  assault_command_A27.7z

sha256sum: fc02401bc03e72bc8360a2e5b283dd773efcc01f0fbc09053ea00da80fb5bb93  assault_command_A27.7z
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 4 April 2020, 04:20:21
Thank you! And thanks for the twitch video! Somehow I missed that post. :)

(https://raw.githubusercontent.com/Ishmaru/Assault-Command-Mod-for-MG/master/screen5.png)

-----------------
Version 2.7
-----------------
Whats changed:
- New Faction names Atlus (Tan Colored) and Visor (Green Colored)
- New Models For Visor tanks: Panther Tank, Bunker Crusher, and Goliath Tank
- Bunker Crusher now fires a visible slow moving/high arc projectile, at a higher rate of fire.
- Atlus Battle Tank renamed to Sabre Tank

Balance changes:
- Prototype tank hp increased by 100
- Wasps are cheaper with higher evasion + more HP
- Railguns have slightly faster rate of fire
- Falamethrower infantry have higher HP
- Visor starting credits is 750
- Atlus Transport heli cost droped to 450
- Spartan IFV have a higher fire rate.
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 6 April 2020, 05:24:48
You're welcome! Thanks for the all the work you've done on this. I see from the stats that titi and jammy played it today. I'll probably get to it tomorrow.

I've been trying to figure out some good method for testing and releasing. I see you've done another update today.

The best thing for testing is for us to be able to play from the git version. It might be good to get some feedback first from titi about this, but renaming assault_command.xml to assault-command_git or _testing might be the best long-term solution. There is already "assault_command" in the mod center. Probably in the future, all mods should be versioned when being released in the mod center to prevent version conflicts.

We've been play-testing the Greeks (https://github.com/zetaglest/greeks-testing/tree/master/techtree/greeks-testing) a lot lately, using the "-testing" format, so any time a change is made, we can immediately pull the latest changes and try it out. Every so often I do a release, changing the directory and xml filename at the time of the release and creating the 7z package for it.
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 6 April 2020, 16:09:16
The best thing for testing is for us to be able to play from the git version. It might be good to get some feedback first from titi about this, but renaming assault_command.xml to assault-command_git or _testing might be the best long-term solution. There is already "assault_command" in the mod center. Probably in the future, all mods should be versioned when being released in the mod center to prevent version conflicts.

Yea that's a good idea. That last update was adding something I had forgotten in previous release, and I do have other ideas for updating units as well. Next build ill rename the directory and xml to have git in the name.
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 11 April 2020, 21:20:00
On Linux, me and Jammy were able to just create a couple symlinks

https://imgur.com/a/XCz578g

I feel like there's a lot of extra micro-managing because so many units use EP to attack. It's fun though, but probably something I wouldn't play very often.
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 12 April 2020, 23:05:13
I feel like there's a lot of extra micro-managing because so many units use EP to attack. It's fun though, but probably something I wouldn't play very often.

Many EP units only have enough EP for one shot, and the EP is more for simulating a unit reloading, and to allow for a unit to move while 'Reloading'. But there is a lot of secondary abilities, boosts, transforms, and effects so I get it.

But mastering the micro isn't absolutely necessary to play. There are still plenty of standard units for one to brute force their way. This is especially true for the VISOR faction.

PS I finally updated the techtree diagrams:

(https://raw.githubusercontent.com/Ishmaru/Assault-Command-Mod-for-MG/master/Atlus_Techtree.png)
(https://raw.githubusercontent.com/Ishmaru/Assault-Command-Mod-for-MG/master/Visor_Techtree.png)
Title: Re: Assault Command MOD v2.1
Post by: andy_5995 on 13 April 2020, 02:44:02
Many EP units only have enough EP for one shot, and the EP is more for simulating a unit reloading, and to allow for a unit to move while 'Reloading'. But there is a lot of secondary abilities, boosts, transforms, and effects so I get it.

But mastering the micro isn't absolutely necessary to play. There are still plenty of standard units for one to brute force their way. This is especially true for the VISOR faction.


Oh, good to know! I plan on playing it and learning it more very soon.
Title: Re: Assault Command MOD v2.1
Post by: Ishmaru on 22 March 2021, 22:59:10

Ok Command Assault v 3.0 Is out.



Feel free to add this to Mod Center. If you do let me know so I can make sure i instruct everyone to use that one to download.

Changes:



- New Faction - Union - Airpower focused, limited variety of ground forces. They are dependent on slower means of gathering and building warehouses to add resource drop points. No Commando or superweapon ATM.
(https://raw.githubusercontent.com/Ishmaru/Assault-Command-Mod-for-MG/master/Union_Techtree.png)

Balance changes:

- Visor Harvesters no longer return to base to process resources, however rehouse gathering rate decreased. Infantry can also drop resources to Harvesters.

- Bunker Crusher stats increased.

- Changes so there is more consistency with max resource cap across all factions. +5000 limit per HQ. Additional drop points only grant +1

- Atlus WASPs lower stats and increased cost.

- Other minor adjustments.

(https://media.moddb.com/cache/images/mods/1/46/45784/thumb_620x2000/Union2.jpg)

Download:


https://www.moddb.com/mods/command-assault/downloads/assault-command-v3

Community


I launched A Discord for all of my games including Command Assault, Terra Centauri, and Annex Conquer the World. There are rooms dedicated to multiplayer, and you can get sneak peeks into other projects. You are all invited!
https://discord.gg/M4479aaGbm

Title: Re: Assault Command MOD v3
Post by: titi on 7 April 2021, 22:00:38

V3 is in the ingame modcenter now. THIS VERSION IS NOT COMPATIBLE with original V3 ishmaru did!


But for playing its the same,

 It's a lot smaller because I removed/edited:
- removed all unneeded files
- converted all textures to png ( before many huge TGA )
- fixed upcase problems so it works for linux too out of the box

So please use the one from ingame.