Author Topic: Assault Command MOD v2.1  (Read 9681 times)

Ishmaru

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Assault Command MOD v2.1
« on: 22 May 2016, 18:18:51 »

CURRENT VERSION 2.8



Techtree diagram:
(click to show/hide)

Update 2.7 - 2.8
(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 HERE:

http://github.com/Ishmaru/Assault-Command-Mod-for-MG

Warning Developer Rant:
(click to show/hide)

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:



« Last Edit: 12 April 2020, 23:16:13 by Ishmaru »
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kagu

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Re: Command Assault MOD
« Reply #1 on: 22 May 2016, 19:39:02 »
Awesome. Can't wait to try it !!!
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Re: Command Assault MOD
« Reply #2 on: 22 May 2016, 20:31:28 »

Ishmaru

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Re: Command Assault MOD
« Reply #3 on: 22 May 2016, 20:56:56 »
When playing be sure to play with special abilities, they are a big part of the game.
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filux

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Re: Command Assault MOD
« Reply #4 on: 23 May 2016, 16:20:28 »
unplayable on linux  :-X, to fix this you need:
Code: [Select]
rename:    assault_command/factions/assault/units/black_ops/troop/trooprun.G3D -> assault_command/factions/assault/units/black_ops/troop/trooprun.g3d                                                                                         
rename:    assault_command/factions/assault/units/black_ops/troop/troopstand.G3D -> assault_command/factions/assault/units/black_ops/troop/troopstand.g3d                                                                                     
rename:    assault_command/factions/assault/units/command_h_q/sounds/steammach.WAV -> assault_command/factions/assault/units/command_h_q/sounds/steammach.wav                                                                                 
rename:    assault_command/factions/assault/units/field_officer/troop/trooprun.G3D -> assault_command/factions/assault/units/field_officer/troop/trooprun.g3d                                                                                 
rename:    assault_command/factions/assault/units/field_officer/troop/troopshoot2.G3D -> assault_command/factions/assault/units/field_officer/troop/troopshoot2.g3d                                                                           
rename:    assault_command/factions/assault/units/field_officer/troop/troopstand.G3D -> assault_command/factions/assault/units/field_officer/troop/troopstand.g3d

Ishmaru

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Re: Command Assault MOD
« Reply #5 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!
« Last Edit: 23 May 2016, 19:29:55 by Ishmaru »
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titi

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Re: Command Assault MOD
« Reply #6 on: 24 May 2016, 11:07:58 »
Git works in linux now.
We playtested it a bit yesterday but I cannot give too much feedback at the moment.
Only problem I had while playing was the size of the mobile harvester which could not really move on the map we played.

I especially like the new hires textures which fit much better to the more modern tilesets.
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Ishmaru

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Re: Command Assault MOD
« Reply #7 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
« Last Edit: 26 May 2016, 15:11:51 by Ishmaru »
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titi

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Re: Command Assault MOD
« Reply #8 on: 29 May 2016, 23:13:36 »
I just wanted to say that andy5995 and em had a lot of fun today playing this mod:
We tried to win this:
Code: [Select]
map was lakesway
1 Human Host     andy5995dev Linux-X64 0.60 Assault 1 no 103 103 149 131 11632 18,013 no 00:00:00
2 Network Player titi Linux-X64 1.00 Assault 1 no 84 83 65 56 15117 12,612 no 00:00:00
3 CPU Mega     AI1 4.90 Assault 2 no 96 96 100 121 81734 23,823 no 00:00:00
4 CPU Mega     AI2 4.90 Assault 2 no 117 117 86 115 93269 26,777 no 00:00:00
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andy_5995

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Re: Command Assault MOD
« Reply #9 on: 30 May 2016, 00:01:46 »
I played a few yesterday by myself. The last round I played was against one Mega (2.5). It was relatively easy for me to win. That's why I chose to set up me and titi's game with 4.9. Yeah, it's fun. :)

Ishmaru

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Re: Command Assault MOD
« Reply #10 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.
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andy_5995

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Re: Command Assault MOD
« Reply #11 on: 30 May 2016, 15:07:01 »

Ishmaru

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Re: Assault Command MOD v 1.3
« Reply #12 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.
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Re: Assault Command MOD
« Reply #13 on: 2 June 2016, 11:31:48 »
Its definily harder to win now!
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.
In longer games its a bit sad that you cannot make new (production)buildings.
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andy_5995

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Re: Assault Command MOD
« Reply #14 on: 2 June 2016, 14:46:46 »
In longer games its a bit sad that you cannot make new (production)buildings.

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.

Ishmaru

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Re: Assault Command MOD
« Reply #15 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 :(
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andy_5995

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Re: Assault Command MOD
« Reply #16 on: 6 June 2016, 21:13:10 »
Instructions for installing from git on Linux

I'm sorry, but I don't know how to do this on Windows. Here are some instructions for Linux....

This mod isn't yet available in the mod center. Anyone who wishes to help test it can follow these instructions:

Install git from your repo

Code: [Select]
cd ~/.megaglest

git clone https://github.com/Ishmaru/Assault-Command-Mod-for-MG.git

cd techs

ln -s ../Assault-Command-Mod-for-MG/assault_command

To update it later:

Code: [Select]
cd ~/.megaglest/Assault-Command-Mod-for-MG

git pull

« Last Edit: 7 June 2016, 02:01:25 by andy_5995 »

Ishmaru

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Re: Assault Command MOD
« Reply #17 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.
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andy_5995

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Re: Assault Command MOD
« Reply #18 on: 7 June 2016, 02:02:11 »
I edited my instructions above.

I had cd scenarios, where it should have been cd techs.

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Re: Assault Command MOD v1.4
« Reply #19 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.
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Re: Assault Command MOD v1.4
« Reply #20 on: 18 June 2016, 01:28:39 »
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:


Ishmaru

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Re: Assault Command MOD v1.4
« Reply #21 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.

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Re: Assault Command MOD v1.4
« Reply #22 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.
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Re: Assault Command MOD v1.6
« Reply #23 on: 1 July 2016, 21:02:06 »
Assault Command v 1.6 is out! Check out above!

Whats Added:
* New Flying Infantry Unit WASP

Balance Changes:
* Stalker has more HP.
* Rocket Capacity Doubles Max EP for MRLS
* Rocket Capacity no longer affects Spartan IFVs
* Reflective Mirrors now only adds +1 to attack for Energy Cannons.
* Player Starts with 2 Command HQ’s, a Mobile Base, & Battle Lab
* Kestrel renamed to Commando
* Commandos are no longer trained from Mobile Base or Command HQ.
* Commandos are upgraded from  Black ops, Rocket Grunts, Motorcycle, WASPs, or Railgun Infantry
* Field Officers cannot be upgraded from a basic Grunt
* Field Officers are upgraded from a Black ops, Rocket Grunts, Motorcycles, WASPs, or Railgun Infantry
* Motorcycles are upgraded faster.
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Re: Assault Command MOD v1.7
« Reply #24 on: 18 July 2016, 02:03:47 »
I forgot to mention,

Assault Command is now on v1.7!

Whats Added:
New Infantry Unit Medic

Balance Changes:
Armor type Armor replaced with new armor types: Armor Light, Armor Medium, and Armor Heavy.
Vehicles rebalanced to use new armor types.
Vehicles now share similar hp with infantry.
Vehicles are significantly cheaper. For EX Battle Tank 800 => 600.
Command HQ now heals near by units!
Fixed bug where rocket grunts only use rifles in when given a Hold Position comand.
Motorcycles have more hp!

Upgrade changes:
Body armor only effects: Black Ops, Rocket Grunts, WASPs and Commandos
Improved scopes now also improves WASP attack strength.
Composite armor does not effect Stalkers anymore.
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