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 Futurecraft RTS Project

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Keon
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PostSubject: Re: Futurecraft RTS Project   Wed Aug 28, 2013 10:31 pm

Heros? Titans? Massive research projects to construct Owl Mecha to stomp tanks with?

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Futurecraft RTS Project   Wed Aug 28, 2013 10:41 pm

Heroes, yes.

Superweapons, probably not.
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PostSubject: Re: Futurecraft RTS Project   Wed Aug 28, 2013 10:53 pm

Comrade Tiel wrote:
Heroes, yes.

Superweapons, probably not.
Did you just say... an RTS... without superweapons...
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PostSubject: Re: Futurecraft RTS Project   Wed Aug 28, 2013 11:04 pm

Comrade Tiel wrote:
Superweapons, yes.

Heroes, probably not.
FTFY
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 12:13 am

I suppose you're right, with TELLrim and all.

Still, the Guerrila warfare would work with fast, hard-hitting units, like the Marauders from SCII. They wouldn't be very tough, but they could deal a lot of damage and get away before being fired on. Strafing, units that can hide, even land mines and such (Mines are banned under NeoRome's Beta Aquila Security Act, but nobody cares). Not meant for formations, but hit and run.

However, the very nature of TELLrim's army would promote micromanagement, as otherwise the formations would be slaughtered, unlike other faction's ordered- battalions.
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 12:18 am

So I took a look at the game engine, it looks... eh.

http://springrts.com/

Take a look at this, it looks like it could work as well.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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Iv121
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 2:34 am

Personally Im not a fan of SC2 resource system as apart from the bases on each side of the map there is almost no use of terrain, most of the map is unattended and only the straight path between two bases is used, Ill be glad if there was a reason for you to protect a specific spot and built up static defences.

BTW are we doing space or ground combat ?
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 7:49 am

Keon wrote:
So I took a look at the game engine, it looks... eh.

http://springrts.com/

Take a look at this, it looks like it could work as well.
Comrade Tiel wrote:


I wanted to make an SOASE mod, but not everyone had it so I decided to make something for Spring instead. However, I then learned that making it spacey to my tastes would require some hackey methods so I gave up.

Then vinyl came with the HW2 thread which is now dead.

And now I'm starting a project for Glest, that with any luck won't die.
I've looked at most of the options. Spring's animation system is script based, as in 'move limb x degrees right' sort of stuff in lua, which I'm not too keen on. Glest isn't exactly accomodating when it comes to hi-poly models, but some legitimately cool stuff has been made in it.

Spoiler:
 

If you look closely, you can see how low-poly they are. Good textures are a game changer. Glest also allows importing anims from outside programs, though they have to be imported into Blender to be converted to g3d format. The best choice for this is .md5, which exports both animations and bonesets.

Iv121 wrote:
BTW are we doing space or ground combat ?
As said in the OP, this is ground.

@Superweapon proponents

Correction: No land based superweapons. Support abilities such as a cruise missile strike and whatnot are a possibility, though scripting them in will have to be a pain. My philosophy here is that you should be able to climb back up from the brink of defeat, and super-units just makes that impossible by giving the winning player a large and nigh-invincible advantage.
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 8:29 am

K so how are we going for resource stuff ? Also about the program aspect don't worry I will help as I can, the scripts themselves should be feasible, the engine work is a bit more complicated I suppose and I will need more than I know to do it but so long it stays on scripting level I can do this.
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 9:28 am

Ehhh I guess, I just played a few games of Glest and it doesn't work really well. Graphics are pretty bad, and the shadows are annoying.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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Keon
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 10:22 am

I tried Spring, it seems like it could work but it is also glitchy. Nothings perfect, I guess.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 10:43 am

I will first have a look at the engine itself, Kernel panic sounds cool so Ill try it, and guess from there we'll see. Again I believe the biggest limitation will be to get enough models.
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 11:41 am

Megaglest, not glest, I haven't been consistent when referring to them so I apologize. I do agree with you that as games, neither are all that great...I would recommend trying "Annex: Conquer the World", a game based off of Megaglest and is objectively a pretty big improvement. Keep in mind that like Spring, Glest is made to be modified.
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 1:12 pm

Also, as far as resources - patches of Yttrium across the map. Not big, ala SC2 or C&C3, where capturing a patch essentially means making a new base, but not tiny and scattered across the map like Spring or SupCom, either. You build a structure that ‘harvests’ the yttrium when put within a radius of a patch, giving the player the ‘Credit’ resource. In practice, this should work similarly to Dawn of War, or even Company of Heroes, where patches will necessitate the creation of defensive troops or emplacements to keep the flow of moneys coming.

Second resource is power, which is just spent on researching new Tiers and upgrades as well as support abilities. It is generated by power plants.

I can’t help but feel like I've typed this before..

Anyway, think I figured out the basic tech trees of each of the three, so might have some specific unit requests soon.
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 1:21 pm

Well I hope before you built the tech tree you gave a unique feel and specialization to each side.
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PostSubject: Re: Futurecraft RTS Project   Thu Aug 29, 2013 5:58 pm



I'm not entirely sure where this went wrong.
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PostSubject: Re: Futurecraft RTS Project   Fri Aug 30, 2013 6:24 pm

<sigh>

She was so young...

Strigiforme

Buildings

Citadel (HQ Building)

Barracks

Vehicle Storage

Tech Lab

Airpad

Wall

Hardpoint (Laser tower with wall integration)

Yttrium Processor

Units

Fabricator (Constructor)

Owl SMGer

Owl Flamer

Owl Gunnery Team

Owl Sentinel

Recon (Think small scout vehicle, like a speeder bike)

Hovertank

Guardian (Tracked vehicle with large generator on top, makes shields)

Pulsar Cannon (Like Star Wars's SPHA-T's, but hovering and owly)

A.R.S (Aerial Resource Securer)

Fighter

Bomber

Atmospheric Carrier

Tellrim

Buildings

Station Prime (HQ Building)

Armory

Air Strip

Vehicle Pool

Bunker

Drilling Rig

Fence

Units

Constructor

Rifleman

Sniper

Combat Droid

Medic

Scout (Infantry unit)

Buggy (Sorta like a Humvee)

Energy Pummel

Lancer (walker)

FOB (Forward Operating Base)

Interceptor

Dropship

Terran Trade Confederation

Buildings

Bastille (HQ Building)

Landing Pad

Hangar

Research Facility

Heavy Machine Gun Emplacement

Barricade

Extractor

Commerce Node

Units

Contractor (Constructor)

Mercenary

Mortar Team

Officer

PMC Trooper (PMC = Private Military Company. A step above the typical soldier of 'fortune')

Corporate Enforcer

Hornet (walker)

Armored Personnel Carrier

Tank

"Buzzer" Anti Aircraft Artillery

Aerial Drone

TTC Heavy Lifter (Can only lift vehicles)



These are what art is needed of. Completed ones marked with checkmarks. I'll do my best even if no one submits any, but the post above this one is a perfect example of what happens when one models without references to go off of.
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PostSubject: Re: Futurecraft RTS Project   Fri Aug 30, 2013 7:33 pm

Darn, and I just finished a copter sort of design. I'll post it anyways.
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PostSubject: Re: Futurecraft RTS Project   Fri Aug 30, 2013 7:35 pm

Can probably convert the bomber to a gunship and use the design for that, but a specific request, ACH, would be the Owl infantry, if you could. I can't visualize them in my mind without them looking silly.
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PostSubject: Re: Futurecraft RTS Project   Fri Aug 30, 2013 7:57 pm

I'll give it a shot.
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PostSubject: Re: Futurecraft RTS Project   Fri Aug 30, 2013 8:12 pm

Owl mecha. Get on it.

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fr0stbyte124 wrote:
You know, I was thinking we should have a 3D crafting grid for complex recipes, but Kielaran is right: why have three dimensions when you can have six? Truly I don't know how we ever got by with a measly two.


Mackeroth? wrote:
Now, if Fr0stbyte wrote that, someone would make a sig, guaranteed. So what are you going to do now?
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Tiel+
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PostSubject: Re: Futurecraft RTS Project   Fri Aug 30, 2013 9:30 pm

No daily model today. Probably not tomorrow, either, on account of JROTC.
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PostSubject: Re: Futurecraft RTS Project   Sat Aug 31, 2013 12:44 am

Tiel likes men.
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PostSubject: Re: Futurecraft RTS Project   Sat Aug 31, 2013 1:08 am

hyperlite wrote:
Tiel likes men.
I thought you were dead.
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PostSubject: Re: Futurecraft RTS Project   Sat Aug 31, 2013 2:52 am

He was just busy playing as other forum members for a while.
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