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Messages - Ishmaru

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126
Mods / Re: Terra Centauri: Last Stand
« on: 1 July 2014, 20:42:02 »
Ok so lack of a proper development computer really stalls the creative process, but trust me I'm iching to get back to Terra Development.

Here are additions that I forgot to mention,

Primals





So as stated before Terra has neutral creeps on its levels, however, not all are passive. These Aggressive Primals capture defenseless Valkyries. You can rescue them by attacking their cages. These Primals are much bigger and stronger than Valkyries, but their lack of technology limits them to stone tools.

They (and their captives) spawn randomly in maps. They will aggressively defend their captives from both Valkyries and Devourers. To free the captives simply attack their restraints, just be careful with heavy weapons.  Note Devourers will seek Primals and eat both hostages, and Primals, so quick action is necessary. Haven't made a decision as to weather or not Primals can actively capture Valkyries, and if so how such a feature would work.

Armored Devourers





Armor Devourers, have plenty HP, and are resistant to all but the heaviest weapons. They do unfortunately lack the attack strength of their un-armored counterparts.

EDIT: Forgot these two below!!

Sensor





Sensor Arrays are surveillance structures. They have large vision radius for early devourer warnings. Additionally they will give surrounding units *25% attack strength when fully charged. You can charge them with an Energy Vortex, Energy core, Power Node, or a Recharge Drone.

Nuke Silo





Silos only spawn from randomly placed drop pods, much like the Orbital Uplink. Once given a power source they will fire a powerful warhead at any devourer target on the map, typically with a long cool down between shots. You are unable to see exactly which unit is targeted. Beware devourers can make short work of these structures, so be ready to defend them.

127
Mods / Re: What kind of main building for barillion bugs?
« on: 24 June 2014, 13:55:52 »
Maybe the bugs never travel through space, maybe they travel through portals?

128
Mods / Re: Terra Centauri: Last Stand
« on: 22 May 2014, 01:53:38 »
I have to say I really love your UI. Any procedure in particular you used there?

Basic design were done with a brush set I purchased just for this interface and the menu, with the the light effects done in Photoshop.

Good job making another stunning-looking mod that pushes the boundaries of what can be done with the MegaGlest engine.  My one critique so far would be that the Flier unit looks like the wings were tacked on as an afterthought, like the unit was originally meant to crawl on the ground like a slug.  If you give wings to a slug, it still doesn't look like something that should fly.  I'm not sure what gives me that impression when I look at it, but it could be the proportions.  If it's meant to be a somewhat fast, agile unit then maybe a more sleek shape like a dragonfly would be more fitting.  Otherwise, perhaps something shaped vaguely more like a ladybug or death's head moth?  They are both basically organic battle tanks that can fly.

Thanks the devourers are all supposed to be worms of some sort or another, but i do agree that flyer and others really need a re design.  Right now the models are more like placeholders till i can design something better :) Death's head moth is defiantly a good inspiration thanks!

So great mod hope it will be balanced. Because thats most important i think :D

So this game wil have a different set up than Annex or Glest, Devourers will deliberately be stronger, but currently only the Valkyrie faction is playable, but makes up for it with tons of tactual options, that is the plan at least. :)


129
Mods / Re: Terra Centauri: Last Stand
« on: 15 May 2014, 21:51:49 »

Native Creatures





There are a few indigenous species that you will encounter. These creatures are harmless, and do not have any useful qualities to the Valkyries. However, Devourers can consume them for extra resources. They can spawn randomly as individuals or in groups. They will usually flee when encountered by a Valkyrie or Devourer.

This shot depicts a school of Sand Gelfish.

Basically this is Terra's version of Glestimals done using Lua. A neutral faction by setting the team to 9 (observer)

130
Mods / Re: Terra Centauri: Last Stand
« on: 13 May 2014, 20:26:06 »

Devourer Unit Classes:


Note All names are subject to change

Digger





Name WIP

Diggers are special devourer class that travels under the surface, till its just under its target and surfaces to attack. While underground diggers are immune to most forms of damage, but also has limited vision. Weapons with a high firing rate works best, otherwise careful timing is needed to attack them just as they lunge out of the ground.

Mother/Pest





Name WIP

Mothers are large devourers that carry a large nest and colony of pest type devourers. When a Valkyrie is spotted a swarm of pest types leave the nest to attack like a school of Parana. While weak individually they rely on numbers to overwhelm their prey. Pest are quick and are resistant to heavy weapons. Melee and Gatling Guns weapons work best.

Pests also have a short life span outside the nest.

Shocker





Name WIP

Shockers are a special devourer type that is spawned with crystals on its back. It uses these crystals to release a powerful EMP pulse that not only damages all enemies around themselves, but also drains them of their EP, stripping their ability to fight back. Any unit who's EP drops below 0 will be completely paralyzed.

Alpha





Name WIP

Special class of devourer with heavy stone armor. Resistant to small arms fire, these massive monsters are only vulnerable to explosive weapons, and mines. Beam weapons have a moderate level of success against Alphas.

Flier





Name is WIP

Fliers patrol the skies attempting to eat anything they come across. While dangerous to any fling unit, they are defenseless against ground attacks. Also they make great scouts.

Spitter



Oops no image

These small critters spit acid at their targets. While they do no do a lot of damage they are the only devourer unit able to clear mines and attack air units from the ground. Only a threat to lightly armored infantry, and air units when in  large numbers.

Hunter





The default offensive devourer. Fairly quick with a decent amount of HP. They attack by eating their target. Very dangerous to infantry.  They also can be morphed into a larger/stronger variety as well.

Devourer



Oops no image

Default Class these eat organic matter (trees) for resources and develops the home nest. Unlike normal Glest workers they can harvest indefinitely without ever needing to return to base to drop off resources. While less HP than the Hunter, these too can also be used offensively.

131
Mods / Re: Terra Centauri: Last Stand
« on: 9 May 2014, 20:48:37 »
A difficult opponent, which sends endless waves. they do have a diverse set of units so they can surprise you.

132
Mods / Re: Terra Centauri: Last Stand
« on: 9 May 2014, 18:53:59 »
I really love the quality here and the direction you're taking your gameplay; my only concern is that your second faction seems a mite generic and could very well end up being underplayed. I'm not advising to copy them wholesale, but Starcraft's Zerg seem like a good reference point, at least as far as making them as intriguing as they are.

at the moment the devourers aren't playable for this reason. later on I plan on expanding the devourers to give them the same level of complexity.

133
Mods / Re: Terra Centauri: Last Stand
« on: 8 May 2014, 22:22:21 »

More Updates!



Recharge Drone




Recharge Drones are special units that self destruct on command, releasing its stored energy that replenishes HP and EP of units below. The charge lasts a few seconds. Can also be used to charge the ep of the special structures spawned on the map or in Drop Pods. Recharge drones are produced in the Energy Core.

Battery




Normally to get more energy you produce more Energy Cores. However sometimes you need only a little bit of energy, and you don't want to spend the resources to make another Core. In this case Energy Cores can produce Batteries to increase your energy reserves. These only give a small amount of energy so its not the most economical choice for large energy needs. But good for supplementing energy to help squeeze out a unit or two when energy is low.

Orbital Uplink




Inside of Drop pods you can find an Orbital Uplink. When given an energy source (an adjacent Power node, Energy Core, or Recharge Drone) it will begin to generate EP. Once EP is maxed the uplink will automatically scan and reveal the entire map for a limited time.

Alpha Devourer




Certain types of Devourers can mutate into larger forms referred to as Alphas. As expected, alphas have higher stats then their smaller counterparts.

134
Hello, While experimenting with the tag:
Code: [Select]
<allow-multiple-boosts value="true" />Gives undesired and counter intuitive effects.

For example: 2 units emitting a boost of production speed +100 should give a reviving unit +200 production speed, however this is not true instead it gives reviving unit +3400 production speed.

I should note that one single boost does give the proper boost effect.

This is the exact code from unit xml:

Code: [Select]
<attack-boosts>
<attack-boost name="energy">
<allow-multiple-boosts value="true" />
<radius value="9" />
<target value="ally"/>
<max-hp value="0" />
<max-ep value="0" regeneration="1"/>
<sight value="0" />
<attack-strenght value="0"/>
<attack-range value="0" />
<armor value="0" />
<move-speed value="0"/>
<production-speed value="100" />
<particles value="true">
<affected-particle-file path="power.xml"/>
</particles>
</attack-boost>
</attack-boosts>

135
Mods / Re: Terra Centauri: Last Stand
« on: 26 April 2014, 04:46:31 »
Exciting news! Looks like Terra Centauri will allow for a bunch of new tactics and a new gameplay. :)

Yes, And there is even more I haven"t even talked about yet  ;)

136
Mods / Re: Terra Centauri: Last Stand
« on: 24 April 2014, 16:57:12 »

Here are some new things being implemented into Terra Centauri:





-Stun Drones Valkyries can build these small drones for scouting or defensive purposes. While unarmed they emit a sound frequency which hinders Devourer movement. Great for trapping and holding Devourers allowing you to kill them without putting your troops at risk. They also can be used to slow down Devourer unit production when over a spawning unit.
They are very fragile however, so be weary of anti aircraft attacks.



-Shield Generators Part of the Valkyrie defense arsenal are shield generators. These substantially reduce the amount of damage taken of any unit within range. They require a large amount of energy resources, as well as needs to be built near a source of energy to generate the EP it needs to function. Assuming it has an energy source the shield generator will activate automatically when an enemy approaches and will remain active until the enemy presence subsides or the energy source is destroyed.
Attacking outside the sight range of the generator will prevent its activation.



-Air Transport Certain units have the ability to call for airlift at any time. Useful to move units around quickly and over obstacles. Be warned however, the unit is vulnerable during lifts and drop offs and defenseless while being transported.



-Drop Pods These are randomly positioned in various locations across the map. Attack to open the Pods. Pods can contain special buildings, vehicles, and if your unlucky a Devourer Ambush...

137
I noticed that after the skill is over, the fog does not return. The units outside normal vision disappear but map stays revealed, I remember that the map would not stay revealed after the skill finishes.

On a side note when <enable-fog value="true" /> the clearfog skill has no effect.

This is on an svn revision after 3.9.1. revision 4711.50

138
Mods / Re: Terra Centauri: Last Stand
« on: 15 April 2014, 03:10:14 »
As far as Greenlight, after the account purge there are currently 918 members, of which 50 have enough posts/activity that they might see a message to vote for Ishmaru's game. Then you'd need to consider that some don't care for the art or game style, some don't use MegaGlest, and some don't have Steam accounts.

At the moment the forums are quiet, when compared to 3 years ago when I started Annex. I don't think I can get enough support for a greenlight campaign as of now. We see if the game can get more popularity after release.

Game wise I'm working on a new menu for game. Changing the from old glest layout to something more unique.



The background is a pre-rendered, looping animation. These changes were done pre cgui, just by editing glest.ini. The overlay and logo are actually, one png file and are considered to be one of the Extra Logos. Logo.tga tweaked so would appear invisible. 

There you can define the positions and sizes of all graphical objects in the menu.

EX:
Quote
MainMenu_buttonNewGame_h=75
MainMenu_buttonNewGame_w=200
MainMenu_buttonNewGame_x=575
MainMenu_buttonNewGame_y=350

Quote
MainMenu_labelVersion_visible=false

Little side thing, I made this for the indie game showcase last week but wasn't able to print it. Its a quick start guide showing some of the notable objects you can see in the map.
(click to show/hide)


139
Mods / Re: Terra Centauri: Last Stand
« on: 11 April 2014, 21:51:37 »
Sorry for the absence everyone, I've recently been to a Indie game showcase, showing off an early alpha stage Terra Centauri. While the turnout at the event was small, Terra still got some good positive feedback!

I'm also announcing that I will be releasing the game for free! However, I have a Patreon account for those who would like to support its development! I will be releasing the game in "Expansion Packs", map packs with added units or tilesets. Basically, the more financial support I get for the project the more I can add to the project, and continue to make expansion packs. Patreon works in that you pledge to give a donation amount per Expansion Pack. Once the initial game is complete I hope to have these expansions released every 2-3 months. And of course there are rewards for pledging over certain amounts. You are by no means forced to contribute and you can stop whenever you need. A beta will not be ready for a while, but when its is anyone who contributes $10+ will get access to the closed beta when its ready.

Check out my Patreon Page:
http://www.patreon.com/terra

Special thanks to anyone who donates, and thanks for the interest in Terra Centauri!

@Omega + Tiel
I would consider a greenlight campaign only if I generate enough interest. While I know Terra is good enough quality to be on Steam, I don't want to risk $100 unless I have some reassurance it will go through.

@Wyvern
Thanks! No I didn't code turrets in, its just a part of the animation, the garrisons do work however, giving units an increase in attack power and armor to those within. They are not build-able and spawn as a pre set neutral unit with an attack boost.

140
Mods / Re: Terra Centauri: Last Stand
« on: 5 April 2014, 01:49:21 »
Well, fuck me. I've been working so undiligently on a sci fi mod and this just absolutely blows what I have out of the water.

Thanks for crushing my hopes & dreams  :'(

Seriously though, those screenies are bloody amazing. How are you going to do a commercial release while open source, though? It seems like indie games that don't make it on Steam are wildly unsuccessful these days.

Didn't mean to crush anything :)

I dont fully understand how it works, but from what I hear it is possible to release open source games to Steam. I'm still weighing all my options so i cant say for sure what system i pan on using.

PS: Video added to first post!

141
Mods / Re: Terra Centauri: Last Stand
« on: 2 April 2014, 13:28:11 »
Just want to say that dispite me posting this on April fools day, this project is real. I'm working to have a playable map for the Arizona Indie showcase 2, which will be on the 6th of April.

142
Mods / Re: Terra Centauri: Last Stand
« on: 1 April 2014, 22:43:16 »
randomly placed objects that hurt or impare your units combat abilities.  For example volcanic vents, quicksand, etc.
by tech buildings I mean abandoned structures that can spawn on a map . you can use them provided you give them an energy source. currently I only implemented missile silos that automatically shoots a powerful missile at a random devourer every few minutes. but others are planned as well.

143
Mods / Terra Centauri: Last Stand BETA 0.5!!
« on: 1 April 2014, 12:38:54 »

TERRA CENTAURI BETA 0.5 is currently out!!! Download Below!



From the creator of Annex: Conquer the World. A new unique MG based game. While game shares a similar art style to Annex, this game has radically different gameplay and much higher quality models. Check out screen shots below! Also check out TC's Indie DB page: http://www.indiedb.com/games/terra-centauri-last-stand



Description:


Battle across multiple worlds as the Valkyries, in their fight to save their kind from the brink of extinction. Or play as the Devourers, worm-like parasitic organisms that travel from world to world consuming all in their path.

Features


-Game is centered around randomly generated scenarios. Each play through would be different from the last.
-Large maps with plenty of treasure, Environmental bonuses/hazards, animals, and tech buildings to discover and exploit.
-High Poly/Resolution models with great animation.
-Large diversity of units
-Two radically different factions

Factions:



Valkyries


Artificially created by god like beings,
known as the ORIGINATORS, as slaves.
A handful survived the cataclysm that
caused the disappearance of ORIGINATORS.
Since then, they inherited the knowledge
of their creators and repopulated the world.
Valkyries remain fiercely loyal to their
creators, worshiping them as deities.
They valiantly fight to protect their world
against the Devourers in hopes they
will return.

Valkyries are very resource dependent, lots of base defenses, and use of vehicles and technologically advanced weapons.
Valkyries depend on Crystals for currency and Energy, and Ore for building materials. Many units and structures depend on energy generated by a Energy Core.

Resources:
-Crystals --- blue crystals that are used as both an energy source as well as currency
-Ore  --- Needed building material for structures and vehicles
-Energy --- Useable crystal energy, needed for all advanced units
-Housing--- Population cap

Devourers



Its unknown where they originated from, but its
believed they travel from world to world by meteors.
They can survive in the most hostile environments.
Devourers come in numerous forms but are actually
one single species. There are a few Valkyrian
researchers who even suggest that the Devourer
individuals may actually be "organs" of one single
massive organism. However that is a topic that is
currently debated.

Devourers, are cheap + fast to produce, yet are quite strong. Require only organic matter as a resource. Organic matter is obtained from consuming trees, animals and even Valkyries. More focus on Offensive melee units.

Resources:
-Organic --- Food/building material
-Housing--- Population cap

Supporting Development



I'm also announcing that I will be releasing the game for free! However, I have a Patreon account for those who would like to support its development! I will be releasing the game in "Expansion Packs", map packs with added units or tilesets. Basically, the more financial support I get for the project the more I can add to the project, and continue to make expansion packs. Patreon works in that you pledge to give a donation amount per Expansion Pack. Once the initial game is complete I hope to have these expansions released every 2-3 months. And of course there are rewards for pledging over certain amounts. You are by no means forced to contribute and you can stop whenever you need. A beta will not be ready for a while, but when its is anyone who contributes $10+ will get access to the closed beta when its ready.

Media


Game still in early development, so much of what you see is subject to change.

Video:


https://www.youtube.com/watch?v=z-34vJ7g17Y







Support Terra Development!:


http://www.patreon.com/terra

Special thanks to anyone who donates, and thanks for the interest in Terra Centauri!

Download 0.5 Beta Standard:


https://www.patreon.com/posts/2744242

Note: Those who pledge $10 or more has early access to 3 extra stages for next release!

144
The ai has issues morphing structures in general. I think its due to the AI being designed to only morph to warrior units. Perhaps If the post morph unit had an attack skill this might encourage AI to morph. But its still an uncertainty.

145
Feature requests / Re: Miners cannot unload to air units
« on: 31 March 2014, 12:26:33 »
While its not possible for land units to deposit to air units, it does work the other way around. Flying units can harvest from the ground and deposit to a ground structure. Ive seen it in the aqua pack.

146
Closed feature requests / Re: Looting
« on: 26 March 2014, 23:07:22 »
This would all a whole new level of depth to the game. It would be an exciting new feature to play with.

147
Maps, tilesets and scenarios / Re: Map: Stone And Wood
« on: 25 March 2014, 13:46:04 »
how is this supposed to play 8 player the players in the center of the map are spawing a stone throw away from each other.

148
I don't think the buggies are bad, just not as detailed as the jeep and tank models.

149
I assume this is inspired by Command and Conquer judging by the Mammoth Tank on lower right :)

Anyways great Structures, and Humvee and Tank. Though I'm not super fond of the buggy models, the feel like they are lacking some detail.
Rather intrigued by the structure in the middle, with the add on buildings.

PS I wonder were I heard this tittle before... :P JK I really enjoyed Prax and look forward to this mod as well!

150
MegaGlest / Re: Just an idea : A megaglest cup
« on: 11 March 2014, 12:32:03 »
I would imagine multiple 1v1 elimation style battles till there is one sole winner. but maybe that's too complicated...

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