Poll

How does 13K sounds to you ?

Great !
3 (37.5%)
Sounds good.
4 (50%)
Its ok.
0 (0%)
Very bad (because...)
1 (12.5%)

Total Members Voted: 2

Voting closed: 19 December 2008, 15:57:56

Author Topic: 13K - Apocalyptic Legends  (Read 12537 times)

mictes

  • Guest
13K - Apocalyptic Legends
« on: 19 December 2008, 15:50:27 »
Hi,
ok I'll now open the Thread of my mod I'm working on since months.
The website is still under construction and I will release a new soon.

What is 13K ?
13K - 13,000 Is a Mod for Glest, imagined for GAE cause it will use some of the features of GAE.
There will be more than one version of 13K, they will have different themes. The one I'm actually working on
will be named: "13,000 - Legends of Apocalypse" or something like that.
The Mod wont be a real mod, but a own game so don't wonder if it don't fit in Glest-factions ^^

The story:

In the 22 century, in top-secret underground labors of the army of the Federal Nation of Europa,
top sciencists from all over the world are working one the Beta-Project. The goal of the Beta-Project is to create
an "advanced human" with supernatural powers.
At the 30.11.2107 Object-C was activated, one of the research-objects. An accident happened and the Holocaust was caused.
More than 90% of the humanity where expunged, all things we build up over the thousands of years got desctructed
within seconds.
After all of that a little group of people begann to setup a medieval civilisation again, they don't knew that
at the same time some survived objects from the underground-labors beguns to mutate, but real soon now they will
to come into conflict and a fight for the naked survival will start.[...]
Any misspelling, any ideas of perfecting ?!

The features
The Main-Feature of 13K will be especially MORE ACTION.
Features:
-Lots of furiosic Action
There will be battles with more than 200 units and great graphic effects !
-Timeline
There will be a timeline like in other pupolate RTS games as Empire Earth,
but of course not so much eras and in a phantasy-world style.
-Superweapons
-Often discussed on the forums before, but good balanced this will enchance the gameplay
in a grandiose way!
-"Game Start Options"
There will be the ablity to start the game in different ways:
 -normal (normal gameplay]
 -defense (players start with extra defense)
 -superweapons (players starts with one superweapon and can build lots of superweapons (normaly you can build just one superweapon))
 -army (players starts with less workers but with a big army)
 -workers (players starts with an "army of workers")
-More units
13K will have much bigger Techtrees than normal Glest.
-Better Balancing
The Balancing in 13K will have a mathematical base.
-Heroes
Of course 13K will use Heroes
-Levels
Every unit can get levels like master, legend or godship.
-Walls
Every good RTS needs tactical abilitys. For example: walls
-Advanced Tileset
This project was started extra for 13K: viewtopic.php?f=13&t=4021&p=20743#p20743
-The firts mod which will use all of the abilitys GAE have to bid.
13K is strictly imagined for GAE, cause it have convicted me.
-13K & Glest
There wont be extreme differences between normal Glest and 13K, just this "little" advantages.

More Info soon!
« Last Edit: 31 December 2008, 16:55:04 by mictes »

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: 13K-Mod
« Reply #1 on: 19 December 2008, 16:55:12 »
This sounds greats.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

verarticus

  • Guest
Re: 13K-Mod
« Reply #2 on: 19 December 2008, 16:56:37 »
Quote
-Lots of furiosic Action
There will be battles with more than 200 units and great graphic effects !

also featuring lots of lag! there might be a plan against that but unless there is everytime a team launches an attack everything will
1 go realy choppy
2 then go realy fast...
anyway sounds like a neat idea to me

mictes

  • Guest
Re: 13K-Mod
« Reply #3 on: 19 December 2008, 17:25:51 »
Hmm, in my current tests there are no laggs ^^
*happy*

verarticus

  • Guest
Re: 13K-Mod
« Reply #4 on: 19 December 2008, 20:41:15 »
Quote from: "mictes"
Hmm, in my current tests there are no laggs ^^
*happy*

ok thats good. but maybe you should get other people with different types of computers to be sure...then agian I might be fretting over nothing.

mictes

  • Guest
Re: 13K-Mod
« Reply #5 on: 20 December 2008, 09:17:33 »
The thing that causes lags in current Glest is the particle system. I know daniel is working on it but actually I'll simply
runaround to animated models.
« Last Edit: 20 December 2008, 09:29:25 by mictes »

verarticus

  • Guest
Re: 13K-Mod
« Reply #6 on: 20 December 2008, 09:21:15 »
realy? the particle system? cuase I have massive lag when the enemy sends the "scout" and then they all start moving into action.

wciow

  • Behemoth
  • *******
  • Posts: 968
    • View Profile
Re: 13K-Mod
« Reply #7 on: 20 December 2008, 10:45:48 »
Firstly the particle system is not the cause of any lag. Secondly, I'm sure a decent system could render 200 units in Glest without breaking a sweat.

Basically just turn off shadows and dial down your screen resolution and the lag will stop.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

mictes

  • Guest
Re: 13K-Mod
« Reply #8 on: 20 December 2008, 11:33:39 »
^^ Uhh again Offtopic
There was a thread in GAE and I had problems with the actual particle_system, too - cause it is outdated.
But now please stop OT.

I now started working on the magic faction.
Advanced Tileset-Thread: viewtopic.php?f=13&t=4021&p=20743#p20743

mictes

  • Guest
Re: 13K-Mod
« Reply #9 on: 21 December 2008, 12:39:31 »
Today I finished two new units, one of the second era of Tech and one of the third era of Magic. The changes to the first era are nearly done.
The biggest change in the first era is the summoner in the magic faction, he (she ?! ^^) is nomore the no1 producer of the magic units (cause I saw a problem with this - read this Thread: viewtopic.php?f=4&t=3881 ) .

So ok, the units (hope you like it):
-Hell_Gate: Magics Superweapon, generates a giant Laser with extreme power. Hightest menace level. Can built beast when moon_absorber is built.
-Destructor: A  heavy defense unit of Tech. It is powerfull and have a big attack-range. It shoots fast and is absolute deadly,but slowly and imprecise, after a long time of shooting the cannons of the Destructor gets overheating. Moderate menace level.

I'll post the Techtree's soon.
Hope you like it  8) [klick to enlarge]
13K is finished at ca. 7,5%


[attachment deleted by admin]
« Last Edit: 31 December 2008, 16:57:40 by mictes »

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: 13K-Mod
« Reply #10 on: 21 December 2008, 13:01:42 »
I like the models so far, but I still can't tell what this mod is supposed to be all about.  I see you have Magic vs. Tech, so it is just an expansion of Magitech, something similar, or something totally different?

mictes

  • Guest
Re: 13K-Mod
« Reply #11 on: 21 December 2008, 13:07:08 »
Me seems you didn't read the topic good enough ^^ Or maybee it's my fault but ok:
13K is a real mod, not just a new techtree (cause there is a big difference !).
It will expand the actually Glest (and magitech) to a game in the Warhammer-style (but still something other, totally new).
Read the future-list above ^^

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: 13K-Mod
« Reply #12 on: 21 December 2008, 21:09:27 »
Looking great Mictes! Keep up the good work. Not sure if the destructor really fits in tech though... Notice how all the techy parts of tech are also very wooden (ie: airship, battle machine).
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

mictes

  • Guest
Re: 13K-Mod
« Reply #13 on: 21 December 2008, 21:16:04 »
Thank you :mrgreen:  ) ^^

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: 13K-Mod
« Reply #14 on: 21 December 2008, 21:20:08 »
Quote from: "mictes"
Thank you :mrgreen:  ) ^^
Whoa, you mean this actually existed in the 1940's or so?
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

mictes

  • Guest
Re: 13K-Mod
« Reply #15 on: 21 December 2008, 21:30:36 »
No, but search for gatling gun.
This thing is a phantasy-unit (a phantasy unit for a phantasy game ^^)

Gatling gun:
http://en.wikipedia.org/wiki/Gatling_gun
German Thread with more photos:
http://http://de.wikipedia.org/wiki/Gatling_(Waffe)
« Last Edit: 22 December 2008, 21:43:20 by mictes »

modman

  • Guest
Re: 13K-Mod
« Reply #16 on: 22 December 2008, 01:12:00 »
I would call this mod Apocalyptic Legends.

I'm interested in your "mathematical algorhthem" for finding the balance of the factions.  That would be really nice to use with Magitech.  I will also appreciate the longer tech trees.

mictes

  • Guest
Re: 13K-Mod
« Reply #17 on: 22 December 2008, 09:26:04 »
I'm still working on it cause it is a particular theme.
But First of all it is very easy: I have to try both of the factions have as most a equivalent number of units and upgrades (and ressources).

The algorithm is:
In ideal gameplay, player a (magic) and player b (tech) gets the same amount of HP points (= hp of buildings and units),
attack-power and defense-power (armor-value) in the same time.  (huu, how complicated  :D

What sound so easy is really hard. It is not easy to build up the techtree to fit in this criteria.

mictes

  • Guest
Re: 13K-Mod
« Reply #18 on: 24 December 2008, 11:19:11 »
So, here a new screen just to show you I'm still working on it.
The techtree-concept isn't very finished yet so I still wont post it now.

Magic's portal: (klick for enlarge]

[attachment deleted by admin]
« Last Edit: 31 December 2008, 16:59:21 by mictes »

ZaggyDad

  • Guest
Re: 13K-Mod
« Reply #19 on: 24 December 2008, 19:04:15 »
Quote from: "mictes"
Today I finished two new units, one of the second era of Tech and one of the third era of Magic. The changes to the first era are nearly done.
The biggest change in the first era is the summoner in the magic faction, he (she ?! ^^) is nomore the no1 producer of the magic units (cause I saw a problem with this - read this Thread: http://www.glest.org/glest_board/viewto ... f=4&t=3881 ) .

So ok, the units (hope you like it):
-Hell_Gate: Magics Superweapon, generates a giant Laser with extreme power. Hightest menace level. Can built beast when moon_absorber is built.
-Destructor: A  heavy defense unit of Tech. It is powerfull and have a big attack-range. It shoots fast and is absolute deadly,but slowly and imprecise, after a long time of shooting the cannons of the Destructor gets overheating. Moderate menace level.

I'll post the Techtree's soon.
Hope you like it  8) [klick to enlarge]
13K is finished at ca. 7,5%
The Hell Gate looks nice, but I think the Destructor is a bit too Techy for a middle age technology. Please come up with something else.

Quote from: "mictes"
So, here a new screen just to show you I'm still working on it.
The techtree-concept isn't very finished yet so I still wont post it now.

Magic's portal: (klick for enlarge]
Niiiiiiice!

mictes

  • Guest
Re: 13K-Mod
« Reply #20 on: 24 December 2008, 19:51:30 »
Thank you !
Quote
I think the Destructor is a bit too Techy for a middle age technology.
Maybee but 13K has a story it have nothing to do with middleage ^^ :
Quote
In the 22 century, in top-secret underground labors of the army of the Federal Nation of Europa,
top sciencists from all over the world are working one the Beta-Project. The goal of the Beta-Project is to create
an "advanced human" with supernatural powers.
At the 30.11.2107 Object-C was activated, one of the research-objects. An accident happened and the Holocaust was caused.
More than 90% of the humanity where expunged, all things we build up over the thousands of years got desctructed
within seconds.
After all of that a little group of people begann to setup a medieval civilisation again, they don't knew that
at the same time some survived objects from the underground-labors beguns to mutate, but real soon now they will
to come into conflict and a fight for the naked survival will start.[...]

verarticus

  • Guest
Re: 13K-Mod
« Reply #21 on: 25 December 2008, 03:43:59 »
Is that the destroyers final model? it looks kinda...bla maybe a bit more shape to the top and less...block and circles look.

modman

  • Guest
Re: 13K-Mod
« Reply #22 on: 25 December 2008, 03:49:32 »
The portal is fantastic.  Make sure it isn't lost in cyberspace (like Gods Dawn was).

mictes

  • Guest
Re: 13K-Mod
« Reply #23 on: 25 December 2008, 08:21:07 »
Thank you all  :mrgreen:
No, that isn't the destructors final. And the portals model is a bit glitchy and must be fixed. This are just screen from the things coming up to you ;)

modman

  • Guest
Re: 13K-Mod
« Reply #24 on: 26 December 2008, 01:23:07 »
About the Portal, I would make it smaller, probably so that it is size value 2 or 3.  Huge buildings are just annoying (Elves...).  Actually, I'm not sure how big that building really is, so tell me if I'm wrong...

 

anything