Third War: A new Spring game
Posted: 02 May 2019, 23:11
I'm not sure where to post this so I will post this here. My spring engine and zeroK friends I have a treat for you. For eight months I’ve been making a new game off of an old version of zeroK. It’s a World War 3 battle game. All unit’s ranges, speeds, and rates of fire are exactly equivalent to their real world values. So for example the speed difference of an M1 Abrams and an AH64 Apache is equal to the real world difference. Also damages were kept realistic so the actual number of bombs, missiles, or cannon hits to kill certain things like a tank or an aircraft carrier are real. The only factor I allowed to deviate from real life was cost, for the purpose of balance. Although I started with all units costing equivalent to their real world value, like an Abrams at 9 million (cost 900), and an F-16 at 20 million (cost 2000) I had to deviate for many reasons. First for game balance. Second because some units like naval units and nukes would be so absurdly high since they are in the billions they would never be seen in the game. So I toned down the power of the naval units but also reduced their cost. I also had to bend the rules for infantry units like the rifleman. Their effective range in reality is 500 meters, but in game units that would be 100 and it’s absurd to see them run up to only begin attacking at point blank ranges. Their game range was made 200 (so 1000 meters effectively). This doesn’t hinder gameplay and they still serve their purpose. Their speed should also be 0.5 but until the truck transport is fixed it’s at 1.
Unit model scales are also kept to scale. The only deviation is naval units. Naval units are ½ their actual scale, lest an aircraft carrier block the view of the whole map. So an infantryman is the same scale to a tank is to a F16 is to a stealth bomber.
Missiles aren’t 100% certain to hit anymore and each time they launch, depending on the target’s angle difference and chance determine the likelihood of a hit, as in reality. A player that micro’s his SAMs by controlling their fire until the right time could get better results, and conversely, an attacker can get better results based purely off their angle of attack with their air units.
Different forms of nuke and antinukes are available. Nukes can be launched from: Nuclear silo, Nuclear truck(Topol), nuclear missile sub, or loaded onto stealth bomber :) Anti nuke can be done from stationary silo, S400 truck, and later missile cruisers.
A lot of research was done making this game and very little has deviated from real world stats. I am posting this here for a number of reasons. First, I stopped working on the project for a month now. I think mostly because I need to see if there’s enough interest in the community to justify finishing it. Second, I need help finishing it from the ZeroK dev team.
I can’t get a version of the source code to compile and I need to do this to make changes so that the game can begin to truly longer be zeroK anymore. I need help in changing the auto update to no longer target zeroK files and target the latest 3W files instead. I need help getting multiplayer to work so people can browse games and play against each other.
Game Dev Todo:
• Create a set of urban maps that have city structures everywhere
• Create a critter system that allows for unarmed civilian units to move all over the map and run for their sad lives.
• Faction based play. In a teams game team 1 is always US-NATO and have units limited to that faction, and team 2 is Russia-China-Arab. Hence the WW3 theme. So the US team would have the M1 Abrams for its tank and the Russia-China team would have T72s for its tank. FFA would allow players to choose their faction at start.
• Transporting needs adjustment to allow for land and navy units to transport. Right now the truck unit can’t load units unless it is designated as an air unit and I’m not sure why. But a flying truck is pretty stupid... I think anyway.
• Finish unit icons for like guard tower and whatnot
• Finish replacing zeroK building models
• Replace the gui and menu appearances to something more modern ww3ish
• Unit’s need a “stockpile_count” and a “stockpile_max” to set their default stockpile amount and the most it can reach. So like a nuclear sub can only carry 4 nukes if stockpile_max is 4.
• Stockpile needs to be fixed. When the units shoot it reduces the max count I don't know why.
• Air units need to be always fly by default instead of land when idle.
• AI needs improving. CAI works for it but it’s not that challenging. Skirmish AI was challenging but always crashes at end once one team is underwhelming.
• It would be cool to have a mode like chicken mode where players could play with modern warfare Third War units against AI controlled future units from zero-K.
The thread with info on the game is here:
https://zero-k.info/Forum/Thread/28279
Youtube playist is here (be aware this includes old videos):
https://www.youtube.com/playlist?list=P ... qN_1ZZPuDA
Please skip the earlier videos and go to the newer ones first.
I would like to be able to start playing this with people. I need help finishing it or at least getting multiplayer to work. If you've seen the things that need to get done and think you can help please email me at daniellong888@yahoo.com
Unit model scales are also kept to scale. The only deviation is naval units. Naval units are ½ their actual scale, lest an aircraft carrier block the view of the whole map. So an infantryman is the same scale to a tank is to a F16 is to a stealth bomber.
Missiles aren’t 100% certain to hit anymore and each time they launch, depending on the target’s angle difference and chance determine the likelihood of a hit, as in reality. A player that micro’s his SAMs by controlling their fire until the right time could get better results, and conversely, an attacker can get better results based purely off their angle of attack with their air units.
Different forms of nuke and antinukes are available. Nukes can be launched from: Nuclear silo, Nuclear truck(Topol), nuclear missile sub, or loaded onto stealth bomber :) Anti nuke can be done from stationary silo, S400 truck, and later missile cruisers.
A lot of research was done making this game and very little has deviated from real world stats. I am posting this here for a number of reasons. First, I stopped working on the project for a month now. I think mostly because I need to see if there’s enough interest in the community to justify finishing it. Second, I need help finishing it from the ZeroK dev team.
I can’t get a version of the source code to compile and I need to do this to make changes so that the game can begin to truly longer be zeroK anymore. I need help in changing the auto update to no longer target zeroK files and target the latest 3W files instead. I need help getting multiplayer to work so people can browse games and play against each other.
Game Dev Todo:
• Create a set of urban maps that have city structures everywhere
• Create a critter system that allows for unarmed civilian units to move all over the map and run for their sad lives.
• Faction based play. In a teams game team 1 is always US-NATO and have units limited to that faction, and team 2 is Russia-China-Arab. Hence the WW3 theme. So the US team would have the M1 Abrams for its tank and the Russia-China team would have T72s for its tank. FFA would allow players to choose their faction at start.
• Transporting needs adjustment to allow for land and navy units to transport. Right now the truck unit can’t load units unless it is designated as an air unit and I’m not sure why. But a flying truck is pretty stupid... I think anyway.
• Finish unit icons for like guard tower and whatnot
• Finish replacing zeroK building models
• Replace the gui and menu appearances to something more modern ww3ish
• Unit’s need a “stockpile_count” and a “stockpile_max” to set their default stockpile amount and the most it can reach. So like a nuclear sub can only carry 4 nukes if stockpile_max is 4.
• Stockpile needs to be fixed. When the units shoot it reduces the max count I don't know why.
• Air units need to be always fly by default instead of land when idle.
• AI needs improving. CAI works for it but it’s not that challenging. Skirmish AI was challenging but always crashes at end once one team is underwhelming.
• It would be cool to have a mode like chicken mode where players could play with modern warfare Third War units against AI controlled future units from zero-K.
The thread with info on the game is here:
https://zero-k.info/Forum/Thread/28279
Youtube playist is here (be aware this includes old videos):
https://www.youtube.com/playlist?list=P ... qN_1ZZPuDA
Please skip the earlier videos and go to the newer ones first.
I would like to be able to start playing this with people. I need help finishing it or at least getting multiplayer to work. If you've seen the things that need to get done and think you can help please email me at daniellong888@yahoo.com