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Messages - Ishmaru

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1
Mods / Re: Assault Command MOD v2.1
« 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.


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.



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


2
MegaGlest / Re: Big maps.
« on: 30 May 2020, 14:52:09 »
big maps are big requirements for your pc i guess. the bigger the map, the more it loads, the more it loads, the slower it is :D empty or not empty its still big.
thats my guess at least im no expert

Simple answer yes, if you want a more Thorough explanation.  Is that maps can only be made in powers of 2, meaning the resource requirements double with each increase, and the baseline is already quite high. Average map size is 128 with the largest being 256, which is already straining on older machines. the next possible size up is 512 and the very next possible size after that is 1024 (4x size of the biggest maps seen). It gets out of hand very quickly. Glest just wasn't built for that scale.

3
Mods / Re: Assault Command MOD v2.1
« 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:



4
Mods / Re: Assault Command MOD v2.1
« 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.

5
Mods / Re: Assault Command MOD v2.1
« on: 4 April 2020, 04:20:21 »
Thank you! And thanks for the twitch video! Somehow I missed that post. :)



-----------------
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.

6
Mods / Re: Chasm - a techtree by Ishmaru
« on: 13 May 2019, 04:08:43 »
Very cool screenshots Ishmaru! Do you have any unfinished model for "Nulyra" that maybe you could post if someone wants to finish?

I didn't really even make any for "Nulyra" to begin with they are all old, unused models (and some reskins) from the other two.

7
Mods / Re: Chasm - a techtree by Ishmaru
« on: 7 May 2019, 04:16:27 »
Thank you to @andy_5995 for helping finally releasing this!

Chasm was actually started back for Vanilla Glest long before I started Annex, but back then the high polycounts made it difficult to run on older machines (this was like what 8+ years ago so imaging dated machines even for 2010). So this was on put on indefinite hold. It was originally supposed to be another standalone game like Annex and Terra, but I never had the time to make the maps and scenarios, so it just sat there. So it's wonderful to actually share the game.

Note: I actually didn't realize that 3rd faction "Nulyra" was still in the game. "Nulyra" was an experiment with discarded models to see if I could make another faction, but they are by far incomplete (especially without an airship navy), and much smaller than "Alandia" nad "Cruix". It's fine if anyone wants them to stay as is or if anyone wants to fill in the blanks to make a complete faction, or just remove them I'll leave it up to the community.






8
MegaGlest / Re: GAE features
« on: 23 April 2019, 04:54:45 »
...but why GAE isnt merged into MG or something ?...

It's like I fell in a time machine and woke up back in 2011  :P

While having the same origin in Glest, GAE and MG went two very different paths to the point of which a merge was impossible. Much of GAE features will break vital MG features like multiplayer, and Ai.

9
Mods / Re: Assault Command MOD v2.1
« 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

10
Annex: Conquer the World / Re: UNOFFICIAL LINUX RELEASES! (working)
« on: 12 October 2017, 00:16:55 »
Thank you Jammyjammjamman for the updates!

11
Mods / Re: Assault Command MOD v2.1
« 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.

12
Hi, it's been a while since I last commented here at MegaGlest - long enough to be forced to create a new password! The Mega team has done a great job keeping the game fresh. Volunteer work usually goes unheralded, so congratulations on keeping at it for so long :)

Downloads of my old Glest maps still happen with some regularity, which is kinda neat. A few of the older maps I made are close to 1k downloads. I still make maps, but those maps are of trails through a forest not far from my house, and as such, not  very good for gaming.

Cheers!

Your maps are legendary Trappin! Thanks for all the fun!

13
Mods / Re: Elf Faction 0.9.7 & 2.0A (Both MG Compatible)
« on: 21 May 2017, 02:48:21 »
Nice improvements as always, Archmage.

Hopefully this and the Woodland techtree can finally be on the ModCenter.

14
Feature requests / Re: additions to AI tag controls
« on: 24 February 2017, 00:27:17 »
@softcoder
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?

Well, not sure what is easy or hard but some ideas:
A new Ai tag for maximum harvesting units so, when the amount  is reached all additional worker units with attacks will be counted as warrior units.

Additional unit property that you can define an armor type (or better yet multiple armor types) as a priority. So when a unit is within range of multiple units they would go after the one(s) with the selected types first. Helps ai play way more efficiently when soldiers with rifles would concentrate on fighting infantry rather than chip the paint off a tank.

A property to “flee” (like a worker) when a warrior unit runs out of ep in battle. This should be definable in unit xml as not al units would want  this behavior.

Some sort of behavior to utilize secondary attacks, even if its just randomly, based on available ep, or based on whats the most effective against the armor type.

15
Mods / Re: Assault Command MOD v2.1
« 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

and

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.

16
MegaGlest / Re: Megaglest and Steam
« on: 7 February 2017, 00:10:02 »
Good work! I'm excited to see Glest on steam.

17
Mods / Re: Assault Command MOD v2.1
« 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.

18
Mods / Re: Assault Command MOD v2.1
« 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.

19
Mods / Re: Assault Command MOD v2.1
« 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

20
Mods / Re: Assault Command MOD v2.1
« on: 1 February 2017, 02:05:03 »
What kind of errors?

21
Mods / Re: Assault Command MOD v2.1
« on: 16 October 2016, 02:38:23 »
HA HA Classic Windows => Linux porting issues.

Should now be fixed on master branch. Thanks Filux!

22
Mods / Re: Assault Command MOD NEW FACTION!
« on: 14 October 2016, 15:36:55 »
NEW FACTION Defense (WIP)!



-----------------
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.

23
Feature requests / Re: Spawn on death
« on: 8 October 2016, 06:06:53 »
I'd like to see this as well!

24
Mods / Re: Assault Command MOD v1.7
« 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.

25
Mods / Re: Assault Command MOD v1.6
« 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.

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