Tower Defense is a techtree trying to bring the fun and actionpacked gameplay of Tower Defense to MegaGlest.
I started to work on the mod on 2014/05/13.
The 'Staff' working on it currently is: Jammyjamjamman working on graphics, Magister working in balancing changes and me.
There are two factions, Attackers and Defenders.
Requirements for food or housing are removed on both - you can focus on the battle.
- Defenders
Defenders aim for defending their base with a variety of towers they can build while attackers try to take this towers and the defenders base down.
Defenders can win with extending the area they conquered by towering further, up to the attackers base, or by defending as long until they can afford a huge tower that literally ends the game.
Towers are divided in 4 levels with increasing strength on each. Levels need to be researched (pretty expensive and takes some time for advanced levels, but worth it).
- Attackers
Attackers can build melee units when the game begins and can decide by research which units they want to go on later. The production is simple, the producing buildings got this names:
build melee
build ranged
build nonhuman
build mechanics
build air
build special
Therefore, if you want to do air units you just need to do the required research and build that building.
STATE as of 20140602
We are making good progress; the Mod is being developed on github:
https://github.com/FreshDumbledore/MG_TowerDefense/The latest version can always be found here (for local testing games):
https://github.com/FreshDumbledore/MG_TowerDefense/archive/master.zipIf you want to play online make sure all players are up to date / CRC matches.
STATE as of 20140703
Defender System has been reworked to a morph-system that allows greater flexibility (you can morph a tank-tower back to selection and then to damage or splash for example, or morph it up to the next level)
Also some models have been reworked,
the new style for defender base (based on munchy mod):
Towers will also be reworked to a sci fi style.
We could need help for creating icons and editing models and textures.
Some screens:
LATEST PATCHNOTES (we changed stuff every here and then so its just the most important changes):
* Attackers can reveal the map for 30 seconds with a 'sight' button on castle each 5 minutes / castle (EP cost)
* Towers can be multi-selected and you can target enemies directly
(this causes fancy - unwanted - rotation of most towers. looks a bit silly on some of the models. im afraid it has to stay if we want to keep targeting)
Enjoy