Conflict Terra Info

Conflict Terra Info

A fresh perspective on battle for control of Earth, brought to you by Sanada and Snoop.

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oksnoop2
Posts: 1207
Joined: 29 Aug 2009, 20:12

Conflict Terra Info

Post by oksnoop2 »

Conflict Terra is a two man project at the moment. One Faction, the NKG is pretty much done. Sanada is leading development of it. My Faction is called the PN. It's no where near done.



In the mean time here is the slightly more set up moddb page:
http://www.moddb.com/games/conflict-terra
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bobthedinosaur
Blood & Steel Developer
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Joined: 25 Aug 2004, 13:31

Re: Conflict Terra Info

Post by bobthedinosaur »

Interesting. Is it going to play like the _A mods, or more like something else?
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Das Bruce
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Joined: 23 Nov 2005, 06:16

Re: Conflict Terra Info

Post by Das Bruce »

Not sure if want, details?
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manolo_
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Joined: 01 Jul 2008, 00:08

Re: Conflict Terra Info

Post by manolo_ »

Das Bruce wrote:Not sure if want, details?
+1
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: Conflict Terra Info

Post by SanadaUjiosan »

We intend to release some more info on this, but to be honest the authorization of the subforum was so swift it surprised us.
bobthedinosaur wrote:Interesting. Is it going to play like the _A mods, or more like something else?
oksnoop2's PN faction will more or less turn out to be like the _A mods in structure, but I'm trying to make my faction, the NKG, more unique. It'll undoubtedly still have a very TA feel, but that's almost entirely because I don't have the script-fu to make it more unique. An example of my attempt to make it different is that workers can't assist factories, and can't assist each other.
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JohannesH
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Joined: 07 Apr 2009, 12:43

Re: Conflict Terra Info

Post by JohannesH »

SanadaUjiosan wrote: An example of my attempt to make it different is that workers can't assist factories, and can't assist each other.
How about CanAssist = 0
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SanadaUjiosan
Conflict Terra Developer
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Joined: 21 Jan 2010, 06:21

Re: Conflict Terra Info

Post by SanadaUjiosan »

Oh it's implemented. I guess my sentence was misleading, sorry.

I was just listing an example of how I'm trying to make my faction unique.
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Forboding Angel
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43

Re: Conflict Terra Info

Post by Forboding Angel »

I'm getting tired of seeing projects started and dying, and what you guys are trying to do will take a year, if not considerably longer. Perhaps you should look at this as it would save an assload of time: http://springrts.com/phpbb/viewtopic.php?f=9&t=22283
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oksnoop2
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Joined: 29 Aug 2009, 20:12

Re: Conflict Terra Info

Post by oksnoop2 »

Consider it looked at, and thanks for your concern.
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KaiserJ
Community Representative
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Joined: 08 Sep 2008, 22:59

Re: Conflict Terra Info

Post by KaiserJ »

hehehe

i looked at the photos on the moddb page, and saw the big aircraft carrier lurking in the trees ^^

cool beans guys, i was wondering what the two of you were up to... best of luck with the project, i'm sure i'll be interested in testing with you when the time comes.

on the topic of the legos, in the next week or so v2 will be released (i hope... taking an assload of time to texture) with 374 parts, which i think will be much more useful to modmakers than the v1 set which was largely a proof of concept.
yanom
Posts: 323
Joined: 10 Jul 2009, 23:34

Re: Conflict Terra Info

Post by yanom »

SanadaUjiosan wrote:We intend to release some more info on this, but to be honest the authorization of the subforum was so swift it surprised us.
bobthedinosaur wrote:Interesting. Is it going to play like the _A mods, or more like something else?
oksnoop2's PN faction will more or less turn out to be like the _A mods in structure, but I'm trying to make my faction, the NKG, more unique. It'll undoubtedly still have a very TA feel, but that's almost entirely because I don't have the script-fu to make it more unique. An example of my attempt to make it different is that workers can't assist factories, and can't assist each other.
you won't catch me playing NKG!
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oksnoop2
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Re: Conflict Terra Info

Post by oksnoop2 »

why? :?
yanom
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Re: Conflict Terra Info

Post by yanom »

what's an AI that works with this game?
yanom
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Re: Conflict Terra Info

Post by yanom »

oksnoop2 wrote:why? :?
No worker assisting? really?
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bobthedinosaur
Blood & Steel Developer
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Re: Conflict Terra Info

Post by bobthedinosaur »

RAI
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SanadaUjiosan
Conflict Terra Developer
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Re: Conflict Terra Info

Post by SanadaUjiosan »

No worker assist but assuming your economy is not in shambles, the build times are quite manageable. If you're thinking of single construction unit build times for *A mods, there is no need to worry, they are not that enormous.

We were working on an AI to work with the game, but have run into an enormous snag. You can ask Oksnoop2 or AF about it.
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