Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Ishmaru

Pages: 1 [2] 3 4 5 6 ... 43
26
MegaGlest / Re: Megaglest and Steam
« on: 30 June 2016, 02:25:40 »
1 who will make paid content?
2 how will you separate paid content if the engine and content is open sourced?
3 What kind of paid content would even be better than what's available for free all ready?

Steam and many other game marketplaces have an option for "pay what you want" price system. The creator can provide a default value and shoppers can pay more or less if that's their preferrences. People who want to donate may do so, and this will avoid negative reviews from paying for a free game.

I think Titi ultimately wants more players, that's why the push for steam. And if they make some money while they are at it all the better.

27
Mods / Re: Re-Mastering the Egypt Faction
« on: 26 June 2016, 01:47:06 »
Since the megapack wasn't based on real units that culture had, It may be good to rename factions so their names are not specific to a real world empire. The topic of realism comes up often and I like a lot of the over the top units you can use. That would be a nice middle ground.

Maybe Egypt did not have air pyramids but the "Empire of the Sun" did. The name could be whatever.

Personally most important is modifying the textures of the infantry to look more uniform with magitech. Megapack faces look cartoonish and drawn, while magitech is more photo realistic.

Cartoons are fine, (all I make are cartoon units) and Realism is fine, but a combo of both looks amateurish. And I like to think of MG as more refined than an amature project.

28
Mods / Re: Assault Command MOD v1.4
« 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.

29
Mods / Re: Assault Command MOD v1.4
« 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:



Any feedback would be appreciated.

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


30
Mods / Re: Terra Centauri: Last Stand BETA 0.5!!
« on: 9 June 2016, 02:27:46 »
Thanks! I hope to get back to it soon!

31
MegaGlest / Re: Megaglest and Steam
« on: 7 June 2016, 05:42:26 »
I'm behind MG on this move! Best of luck to you.

I think MegaGlest value as a full game AND stable RTS engine would have best results. There was only one RTS engine on steam last I checked and MG is way more stable, not to mention MG has crossplatform multiplayer.

32
Mods / Re: Assault Command MOD v1.4
« 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.

33
Mods / Re: Assault Command MOD
« 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.

34
Mods / Re: Assault Command MOD
« 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 :(

35
Mods / Re: Assault Command MOD v 1.3
« 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.

36
Mods / Re: Command Assault MOD
« 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.

37
Mods / Re: Command Assault MOD
« 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

38
Mods / Re: Command Assault MOD
« 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!

39
Mods / Re: Command Assault MOD
« on: 22 May 2016, 20:56:56 »
When playing be sure to play with special abilities, they are a big part of the game.

40
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 20:09:05 »
Ive never made anything with cmake, no do I deal with linux, so I wouldn't have the slightest idea where to begin...

41
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 19:55:04 »
Ok I see, just keep in mind this (Assault Command is just a Techtree not a standalone game, so this really isn't replacing Annex).
PS I haven't been an Deviant art in forever, so I didn't see that guys message, oops.

42
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 19:37:46 »
Well if we wanna some day put Annex in the linux distros' native packages and BSD etc. then we need:
- Annex development,
- no other (especially better) competitors available.
... so sequel sounds bad :D

That doesn't make sense to me. What needs to be done to Annex, it seemed fine the way I left it.

43
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 19:22:29 »
Sure but it would be great advertisement for Annex ... but not so good in case when even you think that "big brother is worse and ugly" :P.

Well I don't think Annex is ugly, its just Annex is pretty well established how its gameplay should feel, in order to alter Annex to match these changes I may as well make a sequel. :)

44
Annex: Conquer the World / Re: Re: Command Assault MOD
« on: 22 May 2016, 18:56:55 »
This is unrelated to Annex I just reused models.
Annex is fine the way it is, don't think these changes will work with the current setup.

45
Mods / Assault Command MOD v3
« 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:





46
Mods / Re: Requesting Offline Factions
« on: 3 May 2016, 04:54:59 »
I remember tomreyn had a public archive of many mods, not sure where exactly.

47
Mods / Re: Requesting Offline Factions
« on: 7 April 2016, 21:55:29 »

48
Feature requests / Re: [Please Test] Tags
« on: 3 February 2016, 15:20:54 »
Tags seem to work fine 3.12.0  :)

49
Instead of blocking them entirely, how about just ranking a player based on how many multiplayer/single games are played? That way they could play if allowed or kept out if unwanted.

50
MegaGlest / Re: Stutter Step
« on: 28 January 2016, 15:05:27 »
It seems I phrased the question poorly. The question is "Can a ranged unit like an archer be give commands to cause it to quickly alternate moving and firing, allowing it to advance on fleeing units or kite chasing units without losing much dps?"

In the case of ranged units in MG and most mods of MG, no this is not possible. First off MG follows a grid system so a unit moving can only stop when it is fully occupying that space. Secondly, attacks are not instant, usually showing a few animation frames before actually firing a projectile. Lastly the max speed of which a projectile can travel (without problems) is roughly 30 which is slow enough to be avoided by the target, especially if target is moving away.

Stutter steping is only possible if a mod was built with that in mind. Fast moving units, brief attack animations and not using projectiles for ranged attacks are all necessary to create this effect.

Pages: 1 [2] 3 4 5 6 ... 43