Metal Factions - Page 5

Metal Factions

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

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eronoobos
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Re: Metal Factions

Postby eronoobos » 21 Sep 2015, 19:26

these models are adorbs :-)
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raaar
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Re: Metal Factions

Postby raaar » 22 Sep 2015, 02:10

Thanks.

Karl wrote:(...)

Will there be a unit that is using the "Grenado" as a ammo and launching the latter unit?


Grenado is a relatively big fat robot. The launcher would have to be huge.

I remember at some point there was a mobile vehicle that shot peewees on some TA mod. Maybe a grenadOlauncher could launch mini-grenados.

maybe a pseudo-transport that can stockpile a few projectiles that turn into controllable units on detonation...hmm.....
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raaar
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Re: Metal Factions

Postby raaar » 04 Oct 2015, 06:16

and another update


2015/10/04 ------------------ NOTES v0.87 ----------------------

--- new units

- added GEAR "Canister" : Incendiary Robot (level 1)
- added GEAR "Firestorm" : Incendiary Ground Attack Aircraft (level 2)

Set the ground on fire!

(doesn't work on water)

--- balance / mechanics

- changed GEAR flamethrowers to burn units for 300 M damage over 10s (doesn't stack)
- raised sight and radar emit heights to fix nearby opposing units not being able to see each other
- changed GEAR "Destroyer form" commander : less hp, faster, and updated model and animations
- increased damage of AVEN and GEAR level 2 fighter aircraft and slightly reduced speed
- increased AVEN "Dazer" range and cost
- adjusted SPHERE "Chroma" weapon ranges so all three beams fire when at max range
- fixed GEAR "Moho mine" not being buildable underwater
- air transports drop the unit they are carrying when destroyed
- made GEAR light laser tower weapon cost energy to fire and slightly reduce cost
- SPHERE flying spheres will no longer try to use air repair pads


--- AI : MFAI

- AVEN AI now uses "Stalker" and "Magnum"
- GEAR AI uses "Canister" and "Firestorm"
- SPHERE AI uses "Shielder" and makes "Pulsar" a bit more often
- fix AI not using units that have been shared to it by other players
- put a bit less priority on making geothermals to avoid some issues
- spread out army more when attacking with large numbers
- commanders no longer move around to try and place radars or light defenses to avoid wasting time early game
- added easy mode : AI wastes time, underestimates enemy defenses and performs worse in combat

--- other

- adjusted tip text for several units
- fixed wrong faction logo sometimes appearing in the player list
- updated build pictures for some units
- changed SPHERE shields to become red when drained (to make them more noticeable)
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raaar
Metal Factions Developer
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Re: Metal Factions

Postby raaar » 06 Oct 2015, 05:22

website online!

http://www.metalfactions.pt

there's even a section that lists all the units and some key attributes!

http://www.metalfactions.pt/units.html

!
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Karl
Panzerstahl Developer
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Re: Metal Factions

Postby Karl » 06 Oct 2015, 10:32

I just played your mod against a AI, seems to be good so far,
keep it up mane.

Also you might want to fix the Boomer aircraft because when they clump and are firing,
they are damaging each other.
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raaar
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Re: Metal Factions

Postby raaar » 08 Oct 2015, 02:18

Thanks.
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raaar
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Re: Metal Factions

Postby raaar » 18 Oct 2015, 07:59

new version out!

here


2015/10/18 ------------------ NOTES v0.88 ----------------------

--- new units

- added GEAR "Eruptor" : Mobile Incendiary Mortar
- added SPHERE "Hermit" : Area Shield Robot

click here for unit details


--- balance / mechanics

- changed weapons on fighter aircraft to fire longer bursts to make them more effective. Also increased dmg/s and HP for level 2 fighters
(they're somewhat more expensive, but more cost-effective now)

- reduced cost by 15% for non-amphibious surface ships to balance the fact that most maps favour land
- reduced slightly reduced speed and HP for expensive ships (further reduces cost)
- reduced cost of GEAR "Canister"
- changed GEAR "Dominator Form" commander to have two heavy cannons (better at bombarding but no longer effective vs aircraft)
- removed the option to morph commanders back to basic form (was missing from previous versions)

--- AI

- modified MFAI to use the new units

--- other

- changed SPHERE "Gaunt" model to differentiate it more from Bit and to raise the firing position
- slightly improved GEAR heat ray effects
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Karl
Panzerstahl Developer
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Re: Metal Factions

Postby Karl » 18 Oct 2015, 12:44

raaar wrote:new version out!

2015/10/18 ------------------ NOTES v0.88 ----------------------

--- new units

- added GEAR "Eruptor" : Mobile Incendiary Mortar
- added SPHERE "Hermit" : Area Shield Robot


Very nice, I like the direction you are going for.
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raaar
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Re: Metal Factions

Postby raaar » 20 Oct 2015, 02:18

Thanks. I've been trying to make it easier for players to get signature units for each faction, and have the AI likely use them as well. (GEAR AI will likely set your stuff on fire, SPHERE AI will use area shields, CLAW AI uses its moderately tough high DPS units)

didn't go in version 0.88, but for the next one I set boomer's weapon to not collide with friendly units (same as other bombers). I do want to avoid these kinds of exceptions (they shouldn't be clumped together).

for AVEN i'm thinking of adding a special aircraft named Zephyr that speeds up movement for allied units in a radius and drains some energy.

i'm also planning several changes to AI

- better teamwork (stack army with allies to overpower opponents)

- AI-human interaction (ATTACK,RETREAT,HELP)

- detach raiding parties and send them around strong points when not strong enough to attack them head-on

- onslaught mode : something like "chickens" where a very tough building will spawn instead of the commander and periodically spawn progressively stronger armies nearby and send them to attack its enemies
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raaar
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Re: Metal Factions

Postby raaar » 28 Nov 2015, 07:58

new version out!

here

2015/11/28 ------------------ NOTES v0.89 ----------------------

--- new units

- added CLAW "Havoc" : Heavy Bomber (level 2)

click here for unit details

--- balance / mechanics

- SPHERE "Spitfire" stronger but more expensive
- AVEN "Gryphon" slightly slower but increased HP and cost
- level 2 heavy ground attack aircraft are a bit stronger and more expensive
- SPHERE "Meteor" and AVEN "Icarus" drop bombs instead of rockets and are now labelled as "Heavy Bombers"
- CLAW "Boomer" rockets no longer collide with friendly units
- GEAR "Voodoo" can now target air units

- increased base energy income from 30 E/s to 60 E/s
- changed starting resources and storage from 1000M + 1000E to 1500M + 4000E to speed up early game
- fix wind generator income (boost given on v0.8 wasn't being applied), and added a bonus of up to 20% more income on higher ground
- increased durability and slightly increased cost of wind generators, solar collectors and tidal generators
- "alive" enemy units can no longer be reclaimed
- friendly units are now progressively reclaimed

- fixed GEAR "Canister" and "Eruptor" setting ground on fire when canceled or reclaimed
- reduced fire burn damage to 180(M) over 6s (still 30 dmg/s but lowered duration from 10s)
- increased fire area damage per second from 5(H) and 10(H) flat damage to 10-20(M) and 30-60(M) for small and big fireballs, respectively
(note that fireball damage stacks, unlike the burn damage)
- increased cost of GEAR "Eruptor" by 30%

- increased the dmg/s of AVEN "Omega Form" commander's weapons by about 15% on the EMG and 40% on the disruptor
- commanders wreckage metal is halved if killed by friendly fire more than 20s since last damaged by an enemy to prevent free metal exploit

- reduced paralyze max stun time from 10 to 6s but scale paralyze damage with target's missing health % (up to 200%, but doesn't affect the normal damage fraction)



--- AI : MFAI

- fixed metal spot detection (the previous algorithm could ignore spots in some cases!)
- improved AI compatibility with metal maps
- map data is only loaded once and shared by all MFAI instances
- AVEN uses "Kodiak" vehicles properly now
- avoids building level 2 plants if low on energy
- fix a situation where all AI's builders would be all be assigned to specific tasks and skip the standard queue
(this could lead to situations where it delayed building several plants, including level2 for too long or not build them at all)
- fixed some issues with AI not morphing its commander
- fixed AI builders getting stuck trying to build structures on places they can't reach


--- UI

- tooltip shows energy income for all energy generators when navigating the build menu
- nano-tower auto-patrol widget only queues patrol after 1 second idle to avoid overriding shift-queued commands given while being built

--- other

- changed the "on-fire" sound effect and burn animation slightly
- fix a bug in the gadget that manages air transports' speed
- added tip text to the AVEN advanced vehicle plant to remind players that it can build mobile fusion reactors
- changed aircraft bomb trails
- modified light cannon explosion sounds to be less annoying
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raaar
Metal Factions Developer
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Re: Metal Factions

Postby raaar » 29 Nov 2015, 23:53

new version out!

2015/11/29 ------------------ NOTES v0.90 ----------------------

--- balance / mechanics

- slightly reduced AVEN "Stalker"'s HP and missile range and made it slightly cheaper
- Increased nano towers' build range from 250 to 300 and slightly increased cost
- slightly increased terrain slope tolerance for most robots and vehicles but made them lose a bit more speed when climbing steep slopes

--- UI

- commanders no longer have HP hidden from enemy players
- fix issue with the nano auto-patrol widget introduced in the previous patch
- make sure F4 key toggles metal map view, which highlights metal zones
- added widget to also highlight geothermal spots when in metal map view (by Niobium)
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raaar
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Re: Metal Factions

Postby raaar » 26 Dec 2015, 22:28

The Zephyr flies around, spreading happiness!

Image

(new version almost ready)
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smoth
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Re: Metal Factions

Postby smoth » 26 Dec 2015, 22:59

nice
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raaar
Metal Factions Developer
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Re: Metal Factions

Postby raaar » 28 Dec 2015, 00:01

Thanks!

New version out!

here

2015/12/27 ------------------ NOTES v0.91 ----------------------

--- new units

- added AVEN "Zephyr" : Airborne Radar/Area Support (level 2)
(provides 2000 range radar and a 600 radius aura that gives 25% speed boost and 4 HP/s regeneration. Doesn't Stack)
- added SPHERE "Banger" : Shielded Rocket Turret (level 2)
- added GEAR "Flareon" : Heavy Tank (level 2)

click here for unit details

--- balance / mechanics

- increased cost of long-ranged units in general and units with both range and AOE (about 5-10%)
- decreased cost of SPHERE's flying spheres by about 10%
- decreased cost of very long range artillery by about 20%, but reduced range by 10%

- changed CLAW "Longhorn" armor type from H to M
- reduced range of CLAW "Bishop" missiles from 1200 to 1100
- decreased cost of GEAR "Grenado" by about 20%. It can now be carried by level 1 air transports
- reduced SPHERE "Bulk"'s range from 550 to 500 but made it about 7% cheaper
- replaced SPHERE "Gazer" weapon with a beam laser with lower reload time (same dmg/s)

- reduced dmg/s scaling for veteran units from up to +40% to +35%
- limit stacked fire area damage to a maximum of 200 per second
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raaar
Metal Factions Developer
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Re: Metal Factions

Postby raaar » 02 Jan 2016, 23:27

New version out!

Image

here

2016/01/02 ------------------ NOTES v0.92 ----------------------

--- balance / mechanics

- increased HP regen on commanders from 4/8 to 8/12 HP/s
- made very long range artillery not miss immobile targets, but still miss moving ones
- units now also gain experience from being damaged by enemies
- SPHERE Commander can now be lifted by level 1 air transports

--- AI

- "MFAI : easy" builders will waste less time idle but the AI is more likely to hopelessly send smaller attack waves against stronger clusters
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code_man
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Re: Metal Factions

Postby code_man » 03 Jan 2016, 18:03

Nice, i tried teching up right at start but that didnt work out for me, il try playing properly in the future.
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raaar
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Re: Metal Factions

Postby raaar » 05 Jan 2016, 02:44

Fast-tech should be viable in some situations, especially vs AI as it doesn't rush. Tech tree on MF is flatter than the typical TA-derived game (not as flat as ZK, though).

You can start with a nano tower near a cluster of metal spots, expand with the commander and let the nano tower build the extractors and energy generators, basic defense and then a level 2 plant (which in MF costs about twice as much as a level 1 plant, instead of 4 times).
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raaar
Metal Factions Developer
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Re: Metal Factions

Postby raaar » 15 Jan 2016, 05:05

New version out!

Image

Image


here



2016/01/15 ------------------ NOTES v0.93 ----------------------

--- new units

- added AVEN "Raptor" : Heavy Fast Attack Robot (level 2)

click here for unit details

--- balance / mechanics

- slightly increased GEAR "Crasher"'s HP and cost
- slightly increased AVEN "Eraser"'s speed and cost

--- UI

- changed nano-towers from the "OTHER" build menu section to "PLANT"

--- other

- improved models of SPHERE 4-legged and 6-legged robots, including commanders
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raaar
Metal Factions Developer
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Re: Metal Factions

Postby raaar » 17 Jan 2016, 23:06

another update, same link as before

2016/01/17 ------------------ NOTES v0.94 ----------------------

--- balance / mechanics

- air transports can no longer load enemy units
- air transports can dive to load/unload units on water

- greatly increased terrain slope tolerance for buildings
- standardize idle time for units at 25s and idle HP regeneration at 2 + (0.3% of maximum base HP) per second


--- UI

- added background to chat box and made text brighter to make it easier to read (avoiding the white outline)
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eronoobos
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Re: Metal Factions

Postby eronoobos » 17 Jan 2016, 23:35

i continue to love the unit models, gunfowl and spidermen
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