I recently picked up the old Conflict Terra codebase and began working with it. My goal is to collapse the former 3 factions into two very different, highly robust, interesting factions.
Right now the only faction I have working is the Locusts, whose icon is a square inside a square (not four diamonds). This faction has no base structures or turrets, instead having large "walkers" who serve as miner-drone launching platforms (they launch the drones automatically), unit constructors, and shield units.
Try it out! I'd like some feedback on the Locust faction (that's the only one that works right now), especially it's end-game superunit. That guy still needs some work.
Download the game (frontier-beta#.sdz) and all the maps here:
http://brrk.co.cc/wp-content/uploads
also - the AI is currently broken. I have to reprogram it to work with the new structure of the Locusts
Frontier - a new mod built from the Conflict Terra codebase
Moderator: Moderators
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Frontier - a new mod built from the Conflict Terra codeb
When doing this you should package it up properly instead of this age old halfassed way of dling a bunch of junk and slamming it in with everything else. Will report back with comments and stuff.
Edit of irritation, if you're going to only have 1 faction that is useful and be the focus, disable the others.
Edit of irritation, if you're going to only have 1 faction that is useful and be the focus, disable the others.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Frontier - a new mod built from the Conflict Terra codeb
The premise is interesting. A few flaws with aesthetics.
The start unit looks like the con which looks like the warrior. Annoyingly similar actually.
Gui makes baby jesus QQ.
Di Drone won't force fire.
Siege breaker spins too fast for it's movement speed.
Shield on main unit is WAAAAAAY too opaque.
CEG on siege breaker shot should stick around longer.
Aiming speed (turret turn rate) on units (like warrior drones) is extremely slow.
Shield emit piece is not placed at the center of the starting unit, in fact, it moves around. Pull it into upspring, define an emit piece in the center of the unit. Currently when moving around it looks... lopsided.
It's a neat idea, you should continue, but for future testing purposes, do us all a favor and at least put it on rapid. Too little content/polish to tell whether it's any good or not, but I think it has a lot of potential.
The start unit looks like the con which looks like the warrior. Annoyingly similar actually.
Gui makes baby jesus QQ.
Di Drone won't force fire.
Siege breaker spins too fast for it's movement speed.
Shield on main unit is WAAAAAAY too opaque.
CEG on siege breaker shot should stick around longer.
Aiming speed (turret turn rate) on units (like warrior drones) is extremely slow.
Shield emit piece is not placed at the center of the starting unit, in fact, it moves around. Pull it into upspring, define an emit piece in the center of the unit. Currently when moving around it looks... lopsided.
It's a neat idea, you should continue, but for future testing purposes, do us all a favor and at least put it on rapid. Too little content/polish to tell whether it's any good or not, but I think it has a lot of potential.
Re: Frontier - a new mod built from the Conflict Terra codeb
how do i get it on rapid? I'm currently using Git for version control.
Also there will be a second faction eventually.
Also there will be a second faction eventually.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: Frontier - a new mod built from the Conflict Terra codeb
Easiest way would be to talk to Det or Licho.