MicroNaughts TC

MicroNaughts TC

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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Slamoid
Posts: 237
Joined: 25 Jan 2005, 19:23

MicroNaughts TC

Post by Slamoid »

Before we get started:
I DID NOT MAKE THIS MOD. I CONVERTED AND CHANGED IT FOR SPRING. IF ANYONE KNOWS WHO MADE IT, PLEASE TELL ME AND I WILL PUT IT IN THE CREDITS. SO FAR, I JUST KNOW SkunkWorks HAD SOMTHING TO DO WITH IT, SO ALL CREDIT FOR THIS MOD GOES TO THEM.

And now:
The Micronaughts where an add-on pack for OTA. I kinda liked it and kept it in my old stash. I looked at it today, and got the idea for this. From the Readme:
Size doesn't matter!  The microNaught is a small but effective clone who is strapped into the chassis of a cold fusion battle suit. Easy to build and nasty in numbers....especially since the suit has cloaking capabilities. ARM likes the idea of small, cheap, and effective units! The Insector uses an insect brain, wired to a micro neural net, mounted in a cold fusion
mechanical insectoid chassis. With the insect's unpredictable tactics, it becomes almost more effective than CPU brains. It's thoughts are primitive, but to the point... kill Core.

Core interest in Anglan VI has been unsettling to ARM. Uncertainty as to why Core has inhabited the planet for an extended period has caused Arm to take a closer inspection. The one odd thing is the amount of Core science facilities on planet. Arm spies are preparing to infiltrate and learn more. Core's initial interest in Anglan VI was not unusual. The amount of
metal and close proximity to a star made the planet ideal for resource gathering. It is not rare for a science kbot to find traces of DNA in soil or rock samples. Traces of DNA are found throughout the galaxies. Some are the DNA of single celled organisms while other traces have proven to be small reptiles and mammals. The DNA trace found on Anglar VI however was quite interesting. The DNA sequencing tests showed promise of an intelligent life form. Bio-engineering facilities were immediately set up and put to work. The high amount of resources on planet sped the process of building (or growing) the DNA into breathing life once again. The alien life form was named Anglar after the planet from which it was found. Core includes a neuro-manipulation process in the alien production. This assures loyalty to Core from all the aliens created. They are born with only two thoughts in mind: destroy Arm and defend the Core commander to the point of death. Now Core finally has a slight speed advantage over Arm.

I changed the units, economy, and build tree to make the Micronaughts a full TC of Micronaught Bioclones vs. the Anglar Hive. I've got it pretty much bug-free, and all that's left is balancing! So here's where everyone else comes in. Give your constructive critisism for v.6-v1.0!

Right now the game is pretty much deathmatch. The Anglars have only one construction building, but the Anglars are more powerful. (I think.) The balance is pretty fubar'd right now, so I need input on what to change for balance. I want to keep the economy as army-vs-army, but things do need to change cost-wise. And hey, at only 700kb, why not DL and try it out?

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DL: SendSpace pwnz j00

Please feed the monster of feedback.

[EDIT] Can somone please upload this to FuleUniverse? TY. [/edit]
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

It's 700KB. Upload it your damn self. :P
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

^_^, I liked this, almost as much as the MicroTA mutator
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GrOuNd_ZeRo
Posts: 1370
Joined: 30 Apr 2005, 01:10

Post by GrOuNd_ZeRo »

I based my infantry pack for OTA on the Micronaught idea.

I think TADD made some pretty cool stuff even though it seems like old-school now...
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Plo Koon
Posts: 23
Joined: 04 Nov 2005, 16:00

Post by Plo Koon »

uh? is that from a real collectible toys series from the '80s?
it's really similar to Battle Beats
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