Blood and Steel beta 03

Blood and Steel beta 03

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bobthedinosaur
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Blood and Steel beta 03

Post by bobthedinosaur » 13 Sep 2009, 08:44

Blood and Steel beta 03

Download at:
http://www.springfiles.com/show_file.php?id=2304

The game works like this:

You start off with your Port (which is an air base). Your Port is like the commander, you only get 1, and if you lose it you lose the game (only 1 unit can damage the port*). It also is the spawn point for your units.

You get your main force when the reinforcement timer is full, and then it restarts. You can add to the timer charging rate when you capture the objective points (city blocks). Your forces are dropped off in waves of 8, picked randomly according to the units weight (the more powerful the unit the less likely you will receive them).

There are also supply centers (refineries) that you can capture, that don't really do much right now, but help spawn air forces faster.

To win the Game you need destroy your enemy's Port using Combat Engineer's Special Ability, the Satchel Charges. No other weapon will damage the Port.

The Main Forces:

There are 4 classes of units: Infantry, Land Vehicles, Defensive Structures, and Aircraft.

There are 5 types in each class, was originally 4 based of each unit type was to specialize countering another class (such as anti air, anti vehicle, etc..), but a 5th reconnaissance type was added to all classes.

Most of the units have special abilities as well that you can activate with their button (haven't got a hot fix key for it yet would be great though). These abilities generally change the role or increase some of its characteristics (such as firepower or range or LOS), but at a cost.

The following is the list of units, their roles, their normal abilities, and their special abilities for the 1st race (the only one currently in the game.)

Infantry (All infantry also have the ability to cloak at 1/2 speed and are not picked up by radar)
> Scout Team / Reconnaissance / 2 Rifles/ +Increased LOS + Sniper Rifle - No Movement
> Rifle Squad /Counter Infantry / 3 Rifles and 1 Machinegun/ +Deployed higher rate and accuracy to the Machinegun - No Movement
> Combat Engineerings / Counter Defense / 4 Rifles and Grenades / +Satchel charges for destroying Defenses and the Port*
> Anti Tank Team / Counter Vehicle / 2 Rifles and 1 Anti Armor Recoiless Rifle / +Volley Shot -Longer Reload Time -No Movment
> Anti Air Team /Counter Aircraft/ 2 Rifles and 1 Crew Fired Missile Launcher / +DumbFire Mode Against Ground Units, -No Guidance, -No Movement

Vehicles
> Pershing / Fast Recon Jeep/ Heavy Machinegun/ +LOS , -No Movement
> MacArthur / Infantry Fighting Vehicle/ Medium Auto Cannon/ +Abilitiy to Transport Infantry
> Trajan / Main Battle Tank / Heavy Cannon / +Armor Piercing Rounds (More Damage vs Veh), -NO Movement
> Prometheus / Artillery Support Mechthing/ 2 Long Range Cannons / +Volley Shot, -Reload Time, -No Movement
> Vulture / Air Defense Vehicle/ 2 Anti Air Missile Launchers/ +DumbFire Mode vs Ground Targets, -Guidance, -No Movement

Defenses (Besides the Weapons Truck and LCAC, the Defense Units are Stationary Structures)
> Weapons Truck / Supply and Transport Truck/ Transforms into Defensive Structures/ +Ability to Transport Infantry
> Radar Installation / Detection / Radar / +Jamming -No Radar
> Bunker / Anti Infantry / Quad Machinegun / +Bunker Down for Added Armor, -No Firing Weapon
> Artillery Cannon / Anti Vehicle / Long Range Cannon /+Flak Mode (Good vs Aircraft) -Can't Target Ground
> SAM Station / Anti Ait/ 3 Missiles / +DumbFire Mode Fire a Volley Against Ground Targets, -No Guidance, -Longer Reload Time
> Strike Missile / Anti Structure Artillery / 1 Tactical Heavy Missile / +Interceptor Mode (to Shoot Down Incoming Tactical Missiles)
>LCAC / No Weapons / Hovercraft Transport / Can Carry Heaviest of Vehicles Across Water

Aircraft
> Hillenkoetter UAV/ Air Scout/ No Weapons, Stealth, +LOS/ no LOS, no stealth, +Radar Mode
> Eagle/ Air Transport/ Heavy Chain Gun/ +Abilitiy to Transport
> Python/ Attack Gunship / Auto Cannon / +Air to Surface Rocket Volley, - Reload Time
> Destiny/ Precision Bomber/ Guided Heavy Bomb / +Cluster Bombs, -Less Damage per Bomb, +Spread AOE, -More Payload Use
> Gyrfalcon/ Interceptor / Anti Air Missile / + Air to Ground Missile, -Low Guidance, -Medium Damage


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Change Log
beta 03

-fix strike missiles firing short
-infantry now conform to terrain and no longer clip on slopes
-AA missiles have better accuracy
-added LCAC heavy hovercraft transport to move heavy vehicles across water
-Units can now fire out of the cities from within, and still have protection inside from outside fire
-weapon trucks can no longer capture points, now only infantry can.
-weapon trucks can deploy into defenses inside a city, and fire from with in
-Bunkers can now hold infantry for shelter
beta 02:
-Model's normals have been adjusted
-Textures converted to dds (for a possible reduction in graphics resources? o_O )
-Hot keys for special mode V to enable N to disable
-Selectable Icons for the infantry and UAV to manage easier
-Fixes to major issues in game play due to bugs
-Slight Balancing Adjustments

Credits go to:

-KDR for Cuberor LUA
-Sean Heron for LUA scripting and editing
-Smoth for CEG images and code
-CA's various ppl? PD images used for ceg and othe effects
-Bobthedinosaur for models, textures, sounds, scripting, hacking, and destroying my life


Please try it out/ tear it apart/ just give some feed back!
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Last edited by bobthedinosaur on 03 Oct 2009, 17:56, edited 11 times in total.
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Forboding Angel
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Re: Blood and Steel beta 01

Post by Forboding Angel » 13 Sep 2009, 08:58

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Erik
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Re: Blood and Steel beta 01

Post by Erik » 13 Sep 2009, 09:56

What kind of mod is this? Whats the gameplay?
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Google_Frog
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Re: Blood and Steel beta 01

Post by Google_Frog » 13 Sep 2009, 10:57

Erik wrote:What kind of mod is this? Whats the gameplay?
It seems to be a tactics game where you must move a few units around the map capturing points. The time between receiving reinforcements seems to be based on how many points you've got.

Is there anyway to change what you get as reinforcements?
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Erik
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Re: Blood and Steel beta 01

Post by Erik » 13 Sep 2009, 13:02

Bam Bam Prometheus :shock:
what map is this supposed to be played on?
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1v0ry_k1ng
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Re: Blood and Steel beta 01

Post by 1v0ry_k1ng » 13 Sep 2009, 14:06

protip

1) INCLUDE SCREENSHOTS

2) INCLUDE DESCRIPTION

if you cba to take the time to even furnish the release post whos going to take the time to check it out
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maackey
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Re: Blood and Steel beta 01

Post by maackey » 13 Sep 2009, 15:17

if you cba to take the time to even furnish the release post whos going to take the time to check it out
I will, but only because I've seen lots of screenshots of the wip work which is amazingly awesome ;)

But yeah, screenshots and a description would be a good idea.
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hamsate
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Re: Blood and Steel beta 01

Post by hamsate » 13 Sep 2009, 18:21

The buildings and units look dark compared to the map, but besides that, it looks great. I'll try it soon. :-)
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 13 Sep 2009, 18:22

Thanks for the
protip
Don't know what I'd do with out you guys....

So here are some more screens.
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 13 Sep 2009, 18:24

Image
Image
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Gota
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Re: Blood and Steel beta 01

Post by Gota » 13 Sep 2009, 18:36

models seem very dark on screens.
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Otherside
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Re: Blood and Steel beta 01

Post by Otherside » 13 Sep 2009, 18:37

lack of texture2 probably
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smoth
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Re: Blood and Steel beta 01

Post by smoth » 13 Sep 2009, 19:06

Wrong:

odds are he rescaled in upspring, which screwed his normals.

inbeforeargh says recalcing normals cuts it, it doesn't

set your units to their scale prior to importing into upspring. If you do not the normals are distorted and while there is an option to combat this in upspring it sucks.

http://smoth.net/foram/viewtopic.php?f= ... a&start=45

I ran into those issues when I first uved the rx78.
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 13 Sep 2009, 19:13

well most models don't have much of texture 2 either. But I think its both.

Can I export the pieces and then import them to fix the normals?
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smoth
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Re: Blood and Steel beta 01

Post by smoth » 13 Sep 2009, 19:17

Not really, you are just going to have to scale before export to upspring.
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 13 Sep 2009, 20:37

so i have to redo all the models? uggg
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smoth
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Re: Blood and Steel beta 01

Post by smoth » 13 Sep 2009, 20:58

Probably not all of them. but yeah, best I can tell you is chock it up to a learning experience.
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Regret
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Re: Blood and Steel beta 01

Post by Regret » 13 Sep 2009, 21:04

Gota wrote:models seem very awesome on screens.
fixt
bobthedinosaur wrote:tear it apart
What license are them models etc.
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bobthedinosaur
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Re: Blood and Steel beta 01

Post by bobthedinosaur » 13 Sep 2009, 21:09

EDIT:
Models are here by released into CC NC, with the addition that modification to them are released the same.
http://creativecommons.org/licenses/by-nc/3.0/




-what I am really looking for is game play issues at this point.
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smoth
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Re: Blood and Steel beta 01

Post by smoth » 13 Sep 2009, 21:09

I am trying to take a break from this place. but I can go and do the dirty fix for you which is playing with recalculate normals when I get home.

Do you want me to do that bob?
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