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Red Annihilation
Posted: 25 Nov 2011, 22:33
by zerver
A BA mutator with C&C Red Alert inspired economy.
Read more here
http://springfiles.com/spring/games/red-annihilation
Mexes are expensive, so here is a suitable way to start:
- Build energy
- Build factory
- Area reclaim some ore
- Build constructor and use it to reclaim more ore
- Build constructor and use it to build more energy
- Build some scouts to protect your base and constructors
- Build more constructors and use them to reclaim more ore
- Use fast constructors/rezzers to mine ore (enable the ore miner setting) far away, then dump it (using the dump ore command) in your base (for later use) or on a mex (to be processed)
- When you have got started, build mexes and upgrade your mexes by building adjacent metal makers, the closer the better
- Don't upgrade all mexes, instead turn off some other mexes and transport their ore to the upgraded mexes
- Use armed mexes, they are generally better and give you more metal with added experience
- Key to winning is to deploy armed mexes on the front and upgrade them
Key point: NO METAL MAKER ECON, this is all about the ORE!
Re: Red Annihilation
Posted: 26 Nov 2011, 05:57
by knorke
nice nice.
Tried a bit in SP, the mining is a bit confusing to handle. for example:
Reclaim some ore (ctrl + area reclaim)
why must ctrl be used? I tried just pressing e (=reclaim) and making a circle but miners did not react to that.
I like the "metalmakers as purifiers" idea.
Must ore always be dumped manually?
Re: Red Annihilation
Posted: 26 Nov 2011, 18:19
by zerver
There is a very good reason to have the ctrl key. Suppose you want to reclaim all wrecks on the whole map. Ore is spawned continuously, which means the constructor would be stuck reclaiming ore forever, instead of the wrecks. For the same reason, you cannot area reclaim ore over too large an area, it will never finish.
The ore dumping is manual, confusing maybe, but then you are also not limited in any way in terms of what you can do with it.
Re: Red Annihilation
Posted: 26 Nov 2011, 21:09
by scifi
this is epic

Re: Red Annihilation
Posted: 26 Nov 2011, 21:28
by KaiserJ
can't wait to see this in action
Re: Red Annihilation
Posted: 28 Nov 2011, 20:56
by knorke
is your lobbyname "anticlan" or have i been talking to a AH-bot?
anyway would be interessting in trying this mp.
Re: Red Annihilation
Posted: 29 Nov 2011, 16:10
by Wombat
knork, do video, cba to download spring :C
Re: Red Annihilation
Posted: 30 Nov 2011, 00:21
by knorke
cba, have a screenshot instead.

Re: Red Annihilation
Posted: 30 Nov 2011, 00:27
by Wombat
ba finally got tits <3
Re: Red Annihilation
Posted: 10 Dec 2011, 17:08
by zerver
You can steal the ore underneath your allies' extractors too, that will make them epically happy, and they will hooray when the mex stops spinning due to out-of-ore failure.
I'm making 7.62 which hopefully will include some ore purifier control widget (like MetalMakers widget but better suited for RA).
Re: Red Annihilation
Posted: 10 Jan 2012, 22:55
by zerver
Re: Red Annihilation
Posted: 20 Jan 2012, 15:24
by knorke
I played the DSD version online.
It seemed basically none of the players understood what to do. (tbh i did not really know how what to do despite alt-tabing to this thread)
After a while the game advanced but any new gameplay nuances were overshadowed by the general BADSDness.
Maybe instead of a ba mutator it would be better to streamline the eco a bit and then put it in an original game?
eg this:
http://springrts.com/phpbb/viewtopic.php?f=14&t=27327
Re: Red Annihilation
Posted: 20 Jan 2012, 17:21
by zerver
Thanks for trying! It is supposed to be complex in order to reward those who really can micro-manage their econ.
Given the difficulties with getting someone to play your original game, I am sticking to BA/map for now. I will possibly make a popup widget with some key info for noobs. Spring loads so fast that you have no chance to read the loading screens.
A new version is coming in conjunction with 86.0.
Re: Red Annihilation
Posted: 20 Jan 2012, 17:25
by knorke
It is supposed to be complex in order to reward those who really can micro-manage their econ.
imo right now it is complex in an annoying way instead of challenging fun. (kind of like turning metal makers on and off by hand)
Re: Red Annihilation
Posted: 20 Jan 2012, 18:05
by zerver
Well, there is much more focus on reclaiming, particularly at game start.
Is that the annoying part? It can largely be automated with "repeat" etc.
Re: Red Annihilation
Posted: 22 Jan 2012, 15:35
by PicassoCT
Mc Carthy has you on his list... hes checking it twice, hes going to find out whos comy or spy.. satan clause is going to drown...
Re: Red Annihilation
Posted: 09 Apr 2012, 03:00
by zerver
The latest version 7.68B with in-game user manual and much less need to use ctrl key when area reclaiming:
http://springfiles.com/spring/games/red-annihilation
Also available as DSD Map:
http://springfiles.com/spring/spring-ma ... rt-edition
Re: Red Annihilation
Posted: 05 Dec 2013, 12:53
by NeonStorm
It needs mouse-over-tooltips on ore-reclaim-radius and such - the widget on start is usefull, but newbes will think: what is this radius / why does my reclaim stop working? After they closed it. mouse-over-tooltip could help because you know where to look for reclaim-related help.
The cloaked arm mex is still a mex (altougth it stops ore extractors working)
I would also:
* limit (at least for T1 cons) the internal ore storage and improve the UI - automatically seeks for 1000 ore reclaim, goes back to some ore-purifier-complex and unload close to it - just use patrol between the spot and purifier (currently doesn't work because the con reclaims 100'000m and let itself get killed
But the concept itself is great. It can update together with existing mods ->
I like your work
BTW: I played 2 versions about 2 times each (sandbox) and this is what I think about it as a red-alert-newbe

Re: Red Annihilation
Posted: 15 Dec 2013, 23:52
by zer_ver
Yeah, there are lots of things that could be improved. I was a bit reluctant to make automation widgets for the mining because it would still be hard to offer the same degree of flexibility as you get with a manually configured command chain.
NeonStorm wrote:The cloaked arm mex is still a mex (although it stops ore extractors working)
Thanks, I guess I forgot about that one.
NeonStorm wrote:I like your work
I'm glad you liked it.