LordLemmi Total Annihilation Reloaded Beta 1

LordLemmi Total Annihilation Reloaded Beta 1

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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LordLemmi
Posts: 272
Joined: 13 Apr 2006, 20:17

LordLemmi Total Annihilation Reloaded Beta 1

Post by LordLemmi »

Welcome,
i have great new for everyone who like my mod or want to play it.
The release is no more far away. I just fixing the last things at the moment.
I want to show you now a big list of information, why you should play my mod or not.
This mod was based on a older CA version where i liked it.
what you will see ingame ?


- New Units (usefull stuff)
- New Buildings
- New Techlevels
- New Superweapons
- New Explosions and Gfx effects
- New Balance system
- New Game mode´s
Game mode´s:
- Normal (you play a normal LLTA game)
- Air Commanders (you get really strong Air Fortress as a Commander)
- Heavy Commanders (you get a strong Ground Commander)
- Deployment mode from CA
- Tactics mode from CA
- Kill to Tech mode, idea by me and coded by Gunblob and edited by Spliff and Architekt. (You start with techlevel 0 and had to fight against enemys to gain up new techlevels, this is so much fun !)
- Chickens (no more chickens i replaced it with ant´s and bee´s)


Oke this is the stuff that is in, and now i had to post the things that i still want and search for.
I need a lua coder that fixes me some errors in the scripts like missing shaders. (won´t be a hard job i guess)
And the missing Lua code i don´t add to this release is:
-Bunker War Mode (each player start with a bunker and every 3 sec a unit will be spawned near the bunker, you can research better weapons and more damage,health,speed and can buy super units or another bunker or a shield. you get Metal and Energy with killing enemy stuff.) <- I need a coder for that ! if you are intrested, plz help and i give you a better order.
- Power Overload mod option. (Commander get a special overload button where the hp from the commer go down to 5% and you earn 2000 metal and 10000 energy for that, your commander will be stunned for 120 sec´s and if someone destroy him in this time, you won´t get the full metal and energy. This overload button can be used for each player just 1 time in a game.) <- Need to be coded too.
- Extra Skill points ( You gain exp for killing enemy units and when you level up you can select some different skills, like more metal from metal maker, more energy from solars or, extra units. Or a Artillery fire. Something like the Generals Star System.) <- Again i need someone to code that.


This is what is done and planed for the future. If you are intrested plz and can help me, plz send me a privat Message or just reply in this topic.

Oke and now a fun Trailer with over 8 min action ^^.
Don´t slap me, my english isn´t the best.

http://files.filefront.com/llta+o+0002w ... einfo.html

Regards LordLemmi
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Crayfish
Posts: 481
Joined: 12 Feb 2008, 12:39

Re: LordLemmi Total Annihilation Reloaded Beta 1

Post by Crayfish »

Problem with that many units is that it starts to seem a bit chaotic... will have to play it though!

One thing I'd love to see, along the lines of the kill to tech mode, would be a mode where your kills (or other achievements e.g. controlling research labs) give you points which can be spent on unlocking units, so that you start with just one or two units then you have to strategically decide which others you want to unlock later on.

It should take time to unlock units and be very unlikely to be able to unlock all units, or more than 1-2 tech trees, in even a long game. This would make every game play very differently and also mean that you prized each unit rather than just hurling a big random mix of units in a war of attrition where the capabilities of each unit become academic as it's impossible to micro them all. That's what I hate about Supreme Commander.
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