Metal Factions - Page 6

Metal Factions

Total-Annihilation-esque RTS game with four original factions.

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raaar
Metal Factions Developer
Posts: 742
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 19 Jan 2016, 03:30

Thanks.

I need to try to get people to play the game.

Maybe weekend events, or a tournament...
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Forboding Angel
Evolution RTS Developer
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Re: Metal Factions

Post by Forboding Angel » 19 Jan 2016, 05:22

Please put it on rapid so I don't have to dl the entire thing every time you change a unit value :-)
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raaar
Metal Factions Developer
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Re: Metal Factions

Post by raaar » 23 Jan 2016, 16:40

Hmm..

The entire thing is just 27 MB.
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liche123
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Re: Metal Factions

Post by liche123 » 25 Jan 2016, 23:47

I enjoy playing your mod. I find myself playing this over all other RTs out there.
Are you planning on adding the same ui that BA has? The metal and energy bar looks out of place from the rest of the ui.
There is a widget that I use called outline that gives units a cartoon look and makes the units look less like the OTA units. Could you put it in the mod?
The widget is incompatible with the projectile lights widget though.
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8611z
Posts: 169
Joined: 08 Jul 2015, 20:20

Re: Metal Factions

Post by 8611z » 26 Jan 2016, 21:10

Image
I used MF to try some rendering stuff. Original idea was to make a sphere that reflects lots of stuff, but instead of boring sphere I wanted to use something more interessting and remebered the sphere walker. Sadly somehow the model somehow got messed up during export and it not work. Well now there is random picture of Sphere Commander in the magic tech forest or so.
Attachments
sphere com.jpg
(335.96 KiB) Not downloaded yet
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raaar
Metal Factions Developer
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Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 27 Jan 2016, 02:31

About the outline, I don't like the idea of adding widgets that change the appearence like that. A faint outline and/or some shading could be used to highlight meaningful game infomration like unit status, like being on fire, or frozen (if I add freeze rays).

Is that widget part of BA? I couldn't find it. I think ZK has something like that too.

About the economy bar, I'll change it to fit better into the UI standard, but not exactly like BA because it doesn't explicitly name the resources and that can be confusing for new players.


About the shinyness, at some point MF spheres looked weird and I think I made them look smoother by merging duplicate vertices on the model. That and check the alpha of the texture. Also try disabling shadows and enabling reflective units.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Metal Factions

Post by Forboding Angel » 28 Jan 2016, 04:55

As far as outline, give this one a shot:
https://github.com/EvolutionRTS/Evoluti ... utline.lua

It is very subtle and simply helps define the units and help them stand out just enough without being obvious. It is not cartoony like what is used in other games (I don't like that cartoon look either).
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raaar
Metal Factions Developer
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Re: Metal Factions

Post by raaar » 30 Jan 2016, 17:04

Thanks.

I added the outline widget (but disabled it by default).
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raaar
Metal Factions Developer
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Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 02 Mar 2016, 03:01

new version out!

Image

here

2016/03/02 ------------------ NOTES v0.95 ----------------------

--- new units

- added SPHERE "Magnetar" : Riot Sphere (level 2)

- added "Exploiter" level 2 hazardous metal extractors for all factions
(provide almost as much metal as moho mines for less than half the cost, but are vulnerable, drain more energy and explode violently when killed)

click here for unit details

--- balance / mechanics

- made GEAR "Titan" a bit slower but about 10% cheaper
- made units with slow non-tracking projectiles about 5% cheaper
- reduced cost of radars, sonars and radar jammers by about 15%
- reduced energy output and cost of advanced fusion reactors by about 30%
- reduced cost of geothermal power plants by about 15%
- reduced cost of level 1 scouts by about 10-15%
- increased HP for SPHERE "Bit" by about 10% and reduced cost by about 5%
- fixed some units not regenerating HP even after not taking damage for 25s
- paralyzed aircraft progressively lose altitude
- reduced energy cost for movement for SPHERE "Chroma" from 1000 to 600 E/s and increased HP from 18000 to 22000
- reduced cost of SPHERE's flying spheres by about 20%, except "Chroma"
- increased GEAR "Tremor"'s HP from 10000 to 11000


--- UI

- added widget to show outline on units to make them more noticeable (by jK)
(it's disabled by default, but can be enabled through widgets menu using F11 )

- builders have a priority button : "normal" or "high"
"normal" priority builders pause construction if resources fall below a certain threshold (near zero), while "high" priority builders keep trying to build at their max rate.

- modified the energy and metal bars

- made players' names above each commander more visible, especially when zooming out
Attachments
magnetar.jpg
A raiding party ran into a magnetar...
(176.96 KiB) Not downloaded yet
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Metal Factions

Post by Forboding Angel » 02 Mar 2016, 06:20

Put it on rapid... pretty please? It's not even any work, all you do is just give abma your git repo link and he does it all for you.
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raaar
Metal Factions Developer
Posts: 742
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 02 Mar 2016, 14:59

Ok, I will.
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Forboding Angel
Evolution RTS Developer
Posts: 14435
Joined: 17 Nov 2005, 02:43

Re: Metal Factions

Post by Forboding Angel » 02 Mar 2016, 18:21

Yay! :-D

Played it some last night. I like! I hope you don't find this offensive, but in some ways it reminded me of a spiritual TA re-imagining... Sort of.

I was disappointed with the OTA sounds. Feel free to use any of the sounds in Evo,
There are a great many to choose from: https://github.com/EvolutionRTS/Evoluti ... ter/sounds

Anyway, everything that I saw, I quite liked, keep it up!
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raaar
Metal Factions Developer
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Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 05 Mar 2016, 05:27

Thanks

Most of the sounds are still OTA sounds. Is there any of them you find particularly crappy/annoying?

I'm not thinking of replacing them for now. Next I hope to fix the air repair pads, add Spring 101 compatibility, and add an upgrade center building.

The upgrade center will be a somewhat cheap level1 building that can reasearch upgrades that can affect commander significantly or all units owned by player slightly. I'll see what i can do without resorting to new unitdefs. The usual stuff, like boosts to regen, damage, speed, but also with some options with drawbacks, auras, even drones (like ZK). Something like the league of legends mastery tree. With about 30 upgrades total, but you can only pick 10, and they have dependencies.

After that I need to improve the AI...or maybe do something to try and attract players. Not sure.
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raaar
Metal Factions Developer
Posts: 742
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 12 Mar 2016, 23:32

minor update:

(same link as before)

2016/03/12 ------------------ NOTES v0.951 ----------------------

--- balance / mechanics

- starting 1500M and 4000E storage is no longer attached to commanders
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raaar
Metal Factions Developer
Posts: 742
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 21 Aug 2016, 08:05

new version out!

here

i'll also try to put it on rapid this time.

New Commander Forms
Image

Upgrade Center
Image



2016/08/21 ------------------ NOTES v0.96 ----------------------

--- new units

- added upgrade centers> : these can build upgrade modules that significantly improve commanders or slightly improve all units
- added drone upgrades : drones of certain types will automatically spawn above commanders and perform useful actions

click for more information about upgrades

- added AVEN "Zeta Form" commander upgrade : greatly increased speed but reduced builder/combat attributes
- added GEAR "Infernal Form" commander upgrade : slow heavily armored form with AOE attacks
- added CLAW "Grinder Form" commander upgrade : greatly increased firepower but slower movement
- added SPHERE "Gazer Form" commander upgrade : slow heavily armored sniper

click here for unit details

--- balance / mechanics

- modified construction frame decay delay from 7s to 60s
- fix collision volumes commander respawners
- slightly increased collision volumes for level 1 aircraft fighters
- all construction units can now build fortification walls (also updated build pictures)
- made GEAR "Grenado" significantly bigger and stronger but much more expensive

--- UI / widgets

- tooltip for upgrade center shows status of current upgrades and the effects they have on relevant unit types
- values of damage, range, speed, etc. on tooltips are affected by upgrades (build menu still shows base values, though)
- made radar icons scale with unit size and added separate icons for some of the major building types

--- AI

- uses the new commander morph options
- builds upgrade center and upgrade modules which differ depending on the faction (unless it's on easy mode)
- takes into account the global allied vs enemy force advantage when deciding if it should attack
- fixed an issue which could make AI delay building energy generators when low on energy
- added "Onslaught" mode : very agressive AI with a built-in resource advantage (HARD!)
Attachments
upgrade_center.jpg
Upgrade Center and tooltip with status
(235.34 KiB) Not downloaded yet
new_commanders_0.96.jpg
New commander forms
(261.58 KiB) Not downloaded yet
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raaar
Metal Factions Developer
Posts: 742
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 25 Aug 2016, 03:06

I made a new version with a minor tooltip improvement.

This time I separated the version from the game name with "-", not "_", to avoid the issue with filename inconsistency when downloading from springfiles.


2016/08/24 ------------------ NOTES v0.961 ----------------------

--- UI / widgets

- the tooltip now shows a label with the number of upgrades of each type (red - weapon, green - armor, blue - speed/utility)
(this way it's easier for players to get a rough idea of the kind of upgrades enemies have)
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raaar
Metal Factions Developer
Posts: 742
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 20 Nov 2016, 04:28

new version out!

here


NOW AVAILABLE ON RAPID TOO (tag "metalfactions")
http://metalfactions.repo.springrts.com/builds/


CLAW "Trident" , the updated Grinder Form commander and the updated player list
Image



2016/11/19 ------------------ NOTES v0.97 ----------------------

--- new features

- added option to select a random faction

--- new units

- added CLAW "Trident" : Ground/Sea Attack Aircraft. Can attack underwater units (level 2)
- added SPHERE "Neptune" : Shielded Anti-Sub Aircraft (level 2)

click here for unit details

--- balance / mechanics

- changed the way energy drain from weapons is factored into the unit costs
(some of the cheaper energy-intensive units are slightly more expensive, others with energy intensive beams are a bit cheaper)

- units with high spike damage are now slightly more expensive (up to about 10% in general, with 20% more on AVEN and GEAR level 2 bombers)

- very long range plasma cannons and railgun energy drain raised from about 200 to 300 E/s

- increased cost of AVEN's disruptor units by about 25%

- paralyze damage scales up to +200% based on target's missing HP percentage, up from +100%

- fixed an exploit where upgrades could stack after giving units to other player with different types of upgrades

- fixed collision volume size and position for some units and many buildings (some were slightly floating above ground)

- fixed dynamic collision size adjustment and aim position for pop-up defense turrets

- teams are automatically marked as defeated if they have less than about 4% (8% for AI) of the strongest team's strength
(this means players can now end the game without having to search and kill EVERY enemy unit, as some may be hard to reach)

- Air Repair Pads have been removed (they may be added with new mechanics on a later date)

- dragons teeth and fortification walls can now be built underwater

--- effects / visuals

- fix magnetar effect being visible while it's still under construction
- show green glow effect and particles when morphing commanders
- improved CLAW "Grinder" Form's weapon model
- added unique wreckage models for all commanders

--- UI / widgets

- fixed an issue where upgrade status for enemy units would not be shown on the tooltip
- added widget that sets some bombers to HOLD FIRE when built (regardless of the plant's fire state)
- added a custom taskbar icon
- player list changes
. merged resource bars and information for allies into the player list on the bottom right
. shows relative resource income % for all players : highest known income shown as 100%
. shows TrueSkill value when available instead of rank

- show circles under selected units instead of the default selection squares (based on widget by Trepan)

--- AI

- fixed "easy mode" MFAI wasting much more time than intended (difficulty is slighly increased)
- "onslaught mode" MFAI resource income bonus grows by 2M/s and 20E/s with every passing minute
- "onslaught mode" MFAI resource income bonus no longer grows with estimated team disadvantage
- CLAW and SPHERE AI may build anti-sub L2 aircraft (their air squad's no longer completely helpless against underwater targets)

--- other

- changed recommended springRTS engine version from 100.0 to 103.0
Attachments
playerlist.jpg
(437.47 KiB) Not downloaded yet
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raaar
Metal Factions Developer
Posts: 742
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 25 Dec 2016, 07:08

new version out!

here


Available on RAPID too (tag "metalfactions")
http://metalfactions.repo.springrts.com/builds/


New units hanging out near the woods...
Image


2016/12/25 ------------------ NOTES v0.971 ----------------------

--- new units

- added AVEN "Twister" : Light Gunship (level 1)
- added GEAR "Knocker" : Flying Cannon (level 1)
- added CLAW "Boomer (M)" : variant with M damage type rockets but higher DPS (level 1)
- added SPHERE "Tycho" : Ground Attack Aircraft (level 1)

- added GEAR "Barrel" : Amphibious Missile Robot (level 2)

click here for unit details

--- balance / mechanics

- increased the total repair cost from 20% to 66% of the unit's energy cost
- units with lasers and cannons will shoot farther at targets above or below them (range sphere became an ellipsoid stretched vertically about 2x)
(this means lasers are more effective near cliffs and against air targets and high trajectory cannons can shoot farther uphill)
- slightly reduced how much extra range cannons get when shooting at targets below them (affects EMG on aircraft as well)
- fixed AVEN "Runner" not shooting at aircraft within range
- reduced GEAR "Firestorm"'s aiming tolerance but increased the turn rate
- made GEAR "Canister" more able to shoot at targets on top of tall terrain formations or behind them
- SPHERE "Magnetar" blasts no longer generate craters
- CLAW "Grinder Form" commander can no longer be carried by level 1 air transports
- removed passive HP regeneration from units with less than 90% build completion

--- effects / visuals

- fixed an issue that could make ground units move along the ground without displaying their "walking" animation
- fixed some effects being visible to enemies across the map when they shouldn't
(namely commander morph particles, Magnetar and Zephyr effects)
- updated the sounds of several energized plasma cannons, namely AVEN commanders'
- improved wreckages for SPHERE "Trike" and "Quad" and GEAR "Marauder"
- show effects when units hit the ground or water surface after falling from destroyed transport aircraft
- slightly improved some water explosions
- SPHERE "Magnetar" glows brighter as its weapon charges

--- UI / widgets

- added "MENU" button on the top right corner
(same as shift-esc key combination)

--- other

- renamed GEAR "Voodoo" to "Zipper"
Attachments
barrels_air.jpg
new units
(358.88 KiB) Not downloaded yet
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raaar
Metal Factions Developer
Posts: 742
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 05 Jan 2017, 07:17

New version out!

same links as above.

2017/01/05 ------------------ NOTES v0.972 ----------------------

--- new units

- added GEAR "Beamer" : Pop-up Medium Laser Tower (level 1)

click here for unit details

--- balance / mechanics

- improved GEAR "Infernal Form" commander's cannon damage/s by about 50% but slightly reduced area of effect and projectile speed
- improved GEAR "Dominator Form" commander's cannon damage/s by about 10%
- improved SPHERE "Gazer Form" commander's laser damage/s by 20%
- improved AVEN "Zeta Form" commander's damage/s by 10%, but reduced range by 10%
- improved weapons on "Builder Form" commanders sightly
- reduced CLAW "Assassin Form" commander's HP to 3000 from 3200
- adjusted damages and ranges of commander torpedoes in general

- SPHERE continuous beam weapons now get a bonus damage increase equivalent to the fire rate boost other weapons get with unit experience

- fixed collision volumes for several units (CLAW Bishop was the outlier with a volume much smaller than the actual unit)

- reduced flight times of vertically launched light missiles to avoid them flying in circles for too long after the target has been killed

- increased the price of aircraft by about 5-10%
- reduced speed of CLAW X, AVEN Falcon and AVEN Ace by about 8%
- increased CLAW Brute's cannon damage/s by about 20% and cost by about 5%

--- effects / visuals

- fixed CLAW wind generator's wreckage
- modified sound of CLAW energized plasma cannons (Nucleus and Mega)
- fixed movement animations on CLAW Knife and Centaur robots
- added specific icons for level 1 and 2 Plants and mobile builders
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raaar
Metal Factions Developer
Posts: 742
Joined: 20 Feb 2010, 12:17

Re: Metal Factions

Post by raaar » 06 Jan 2017, 04:58

Added discord channel:
https://discord.gg/GCRsXKd
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