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Messages - Ishmaru

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101
Annex: Conquer the World / Annex 4.0 IS OUT!!!!
« on: 5 October 2014, 23:11:59 »


After more than a year in developement, Annex: Conquer the World 4.0 is finally here!

Boasting nearly twice the game content: New armies, new modes of play, new maps,

new tilesets, and much more refined gameplay, Annex 4.0 will seem more like a completely

new game!


Annex: Conquer the World, a freeware strategy game for Windows, Linux and and OSX powered machines is having its biggest update ever! This update includes two new unique armies: the Alliance Renegades and NEO Republic, 30 technology tree options, all new maps and scenarios, a new soundtrack, new sounds and voices, and new units to choose from! As of release 4.0 the game is now FOSS licensed!

Latest gameplay video:


 https://www.youtube.com/watch?v=flE7v6J49bY

Game Description:


Annex: Conquer the World is an anime themed real time strategy game that brings fast paced combat with a diverse arsenal. Play as one of four factions: The East Ocean Alliance, the NEO Republic, the Shadow Organization, or the Renegades as they struggle for dominance all over the world, competing for a priceless red mineral. The game now contains 4 factions, over 30 tech trees, original maps, and tileset. Built using open source RTS MegaGlest, the focus of the game is multi-player and single-player skirmishes. However there are also scripted scenarios/missions!

Annex: Conquer the World 4.0 by Krazy Keet Games is available now! Get it here:



Installers:


http://annex.megaglest.org/releases/4.0/Annex-installer-linux-x86_64-v4.0.run
sig:
http://annex.megaglest.org/releases/4.0/Annex-installer-windows-32bit-v4.0.exe
sig:

Compressed Game Files:


http://annex.megaglest.org/releases/4.0/Annex-game-linux-x86_64-v4.0.tar.xz
sig:
http://annex.megaglest.org/releases/4.0/Annex-game-linux-x86-v4.0.tar.xz
sig:
http://annex.megaglest.org/releases/4.0/Annex-game-macos-v4.0.zip
sig:
http://annex.megaglest.org/releases/4.0/Annex-game-windows-32bit-v4.0.7z
sig:

New Content:


- 2 New Factions: Alliance Renegades and NEO Republic
- New Shadow Organization units: Vixen (hero) and Sentinel
- New Tilesets: Apocylapse, Metropolitian, Overcast, Brightland, and Outland
- Increased Level cap, unit re-balancing and refined gameplay.
- New Technology tree options: Simple Battle, Simple Deployed, Ready for War, and Insanity.
- All Technology trees now have a (D) Double Damage or (H) Half Damage variation.
- Improved graphics, lighting, and particle effects
- Save + load game feature
- New maps and scenarios
- New soundtrack, voice overs and sound effects.
- FOSS (Free and Open Source Software) license

Important Linux Install Instructions:


After downloading the installer package, you need to make it executable. Use your file manager/browser to browse to the directory containing the downloaded file. Right-click the file, select the option to inspect and change this files' properties/permissions, and make the file executable by its owner. Now double-click the file to execute it.
The graphical installer will show up and display the Annex license. Install the game into your home directory (default location) or a location of your choice (within the boundaries of where your Linux user may write to, so probably anywhere below your home directory only). Once the installer completes, a Annex starter/shortcut will show up on your window managers' application menu.
If game still does not work, please consult this Troubleshooting FAQ for all MegaGlest based games:
https://docs.megaglest.org/MG/FAQ#When_I_click_the_game_icon_nothing_happens.2Fa_window_just_opens_and_closes

Media:






Base Battle Techtrees:







102
Annex: Conquer the World / Annex Release 4.0 Coming 10/6/14
« on: 1 October 2014, 01:09:45 »


After more of a year in development, Annex: Conquer the World 4.0 is out October 5th!

A massive update to the open sourced, anime themed, real time strategy game.


https://www.youtube.com/watch?v=flE7v6J49bY

THE TIME HAS COME!! Annex: Conquer the World, a freeware strategy game for Windows, Linux and and OSX powered machines is having its biggest update ever! 4.0 includes two new unique armies: the Alliance Renegades and NEO Republic, along with updates of the previous East Ocean Alliance and the Shadow Organization, 30 technology tree options, all new maps and scenarios, a new soundtrack, new sounds and voices, and new units to choose from! As of release 4.0 the game is now FOSS licensed!

Game Description:



For those who haven't played annex before, Annex: Conquer the World is an anime themed real time strategy game that brings fast paced combat with a diverse arsenal. Play as one of four factions: The East Ocean Alliance, the NEO Republic, the Shadow Organization, or the Renegades as they struggle for dominance all over the world, competing for a priceless red mineral. The game now contains 4 factions, over 30 tech trees, original maps, and tileset. Built using open source RTS MegaGlest, the focus of the game is multi-player and single-player skirmishes. However there are also scripted scenarios/missions!

See Link for Faction Details!  https://forum.megaglest.org/index.php?topic=9086.msg87827#msg87827

New Content:



   - 2 New Factions: Alliance Renegades and NEO Republic   
   - New Shadow Organization units: Vixen (hero) and Sentinel
   - New Tilesets: Apocylapse, Metropolitian, Overcast, Brightland, and Outland
   - Increased Level cap, unit re-balancing and refined gameplay.
   - New Technology tree options: Simple Battle, Simple Deployed, Ready for War, and Insanity.
   - All Technology trees now have a (D) Double Damage or (H) Half Damage variation.
   - Improved graphics, lighting, and particle effects
   - Save + load game feature
   - New maps and scenarios
   - New soundtrack, voice overs and sound effects
   - FOSS (Free and Open Source Software) license
   - Official Installers for Windows and Linux systems

Media:





103
Annex: Conquer the World / Re: Scenario: Mini Gunner Using
« on: 29 September 2014, 17:20:55 »
Btw what is the licence of this scenario, and how do u feel about edits to the scenario?

104
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« 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.

105
MegaGlest / Re: play.mg - New look proposal
« on: 20 September 2014, 21:42:19 »
 :thumbup:

106
Annex: Conquer the World / New Gameplay video!
« 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!


107
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« 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)



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!



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!

108
Closed feature requests / Re: particle acceleration
« on: 29 August 2014, 12:24:22 »
How do yo make a spherical or conical shape?

Would you mind posting those particle xmls for reference?

109
Closed feature requests / Re: [DONE] particles for tileset models
« on: 28 August 2014, 22:20:31 »
What about GIF images , like waving grass etc.

You can animate the g3d that the grass texture is on, that would probably be more efficient way of doing animated grass.

110
Mods / Re: Tower Defense
« on: 27 August 2014, 22:43:38 »
Ha ha EML turrets are tiny compared to the other turrets.  ;D

111
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 26 August 2014, 23:41:45 »
Actually, I was wondering with this new feature would it be possible to store new themes in the mod centre? It would be quite nice if the MG-user had an easy-to-add selection of themes to choose from that are created by the community :o)

I like the idea, but worried there wouldn't be much custom GUI development.

Also will combo boxes be implemented for map, faction, tileset and techtree selections?

112
Mods / Re: Tower Defense
« on: 23 August 2014, 03:56:24 »
I added music by Gregoire Lourme that means Pirates Sword Fight http://www.jamendo.com/en/track/973246/pirates-sword-fight-action for attackers and Revenge assault http://www.jamendo.com/en/track/1010823/revenge-assault for defenders. I hope you'll like it :D

Gregorie Lourme is awesome, I used some of his tracks for Annex 4.0 as well!

113
MegaGlest / Re: Forsaken project (maybe)
« on: 22 August 2014, 22:51:17 »
perhapse a 3.9.3 beta 1 or something for testing all the new commits. it does show the outside community that we are still developing, and gives us the mass testing for all the new independently developed features.

114
MegaGlest / Re: MG Launcher/Lobby
« on: 22 August 2014, 22:43:43 »
hey great idea!! If not to difficult could you make it editable for standalone games like annex?

115
Annex: Conquer the World / Re: Scenario: Mini Gunner Using
« on: 11 August 2014, 18:38:02 »
Sorry I was referring to the Ware House in the opening dialogue. There's no space just Warehouse.

By visual things drawing on the map its self with a tile that stands out in the road. Try drawing a simple arrow using the sand or metal tiles, anyways not a big deal.

This may need to be updated once 4.0 is released, as there is different unit balancing. So EML walkers one shot mini-gunners. And the 3 grunts in the beginning easily kill your sole mini-gunner. Not sure if this is the intended result or not.

116
Annex: Conquer the World / Re: Scenario: Mini Gunner Using
« on: 10 August 2014, 15:32:45 »
Hey thanks for making this!

Tried it before work, but haven't finished it yet. Simple but can be difficult.

My only suggestion is that the way the starting zone is shaped i thought that I was defending the warehouse (BTW its warehouse not where house :P) and needlessly waited for a wave to arive, instead of following the path like i was suposed to. Ether add a line of text to follow the path, or draw an arrow in the ground or something to make it more clear.

117

MORE UPDATES!!!!


Some Last minute changes to Annex Conquer the World 4.0:

New Shadow Organization Hero: VIXEN





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





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





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





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





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)



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!



118
Feature requests / Re: Non selectable non commandable uints
« on: 5 August 2014, 14:02:30 »
Non-selectable only makes sense to me if the unit is not able to be interacted with by the player in any way, meaning it is for cosmetic value only, in which case doesn't setting the unit's size to 0 accomplish the same thing?

The problem with size 0 units is that they are not intractable in any way, no effect on collisions, no damage, etc so it would not accomplish the same thing.

Terra has a unit that I would prefer to be non selectable, a defensive position, it emits an attack boost that increases defense, but I want it to function more like if it was a tileset, and not a useable unit.

How about making indestructible things such as walls?

How about decoy units?

Mines like titi-son says, Mines are useless in techtrees that focus on range combat, as the ai will ALWAYS shoot the mines to clear them out, and setting their size to 0 will prevent mines from self destructing, even via attack boost.

Another would be great for Attack Spawned units.

I personally don't see the use in LUA as you can just use an allied faction.

119
Closed feature requests / Re: [Done] Looting
« on: 2 August 2014, 18:36:36 »
This is in develop branch now for some days, anyone tested this already ?

If you don't know how to compile for yourself, here you can find test binary/exe files http://snapshots.megaglest.org/

Will test asap!

120
Sorry I never got notified that a reply was posted.  Anyways thanks for implementing this Omega!

121
Feature requests / Re: Tags
« on: 2 August 2014, 18:32:32 »
I support the idea of tags for attack boosts. Both Annex and Terra would benefit greatly from them.


122
Mods / Re: [W.I.P Techtree] - Unamed
« on: 30 July 2014, 18:15:37 »
Units have a nice look to them, but i think the buildings are severely lacking. I actually like the windmill and obelisk, but the column and cursed temple are both lacking detail, and the well is just strange.

123

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.



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

124
Closed feature requests / Re: health bars (old topic relaunch!)
« on: 11 July 2014, 23:33:40 »
I agree, It's also a good starting point for adjusting how it should look "baseline" i recommend a bar like in the videos with small fractions of hp.

How about we just make a system that can define a series of .png files (or whatever) as a health bar then cycle through them depending on health (or ep) amount. This will allow modders to design their own health bars, rather than a single hard coded one.

125
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 :)

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