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In the year 2207 a hail of strange meteors strike the Earth, effectively killing an estimated 60% of mankind. Prior to the impact, the nations of the world moved bulks of their populations to space to dodge the coming apocalypse. All but one made this move. Japan decided to ignore the mandate and moved underground, building massive bunkers. Fifty-three years later, mankind returns to the surface, and the struggle for resources of an unprecedented scarcity prompts one of the greatest conflicts in Earth's long history. But will mankind notice the alien passengers that arrived with the meteorites?

Post news Report RSS A Shift in Plans

In a decision to cut our losses and provide you, the small group of people milling around outside, with some product, we'll be releasing a playable version sometime soon.

Posted by on

Oksnoop2 and I decided, over a mediocre meal of Chicken Fries at the local Burger King, that we should just bite the bullet and release an "incomplete" but still very playable version of Conflict Terra. PN progress is slow (non-existent for the most part) and not much is suggesting a sudden boost in progress soon. On the plus side, as has been stated several times, the NKG is for the most part done and very playable. So what does this mean for you?

It means that sometime soon (maybe a month or so) Conflict Terra will debut for a public release, with the playable NKG faction. Included will be a map, artistically stylized to compliment our "unique" art style. You'll be able to finally see what we've been making, and we'll be excitedly awaiting any and all criticisms and maybe even praise, we receive.

I won't give a concrete release date, or even a vague one, but will just say "soon." There is much to do, but most of it is tying up ends left frayed for the past several months. Feel free to direct any questions to Oksnoop2 or myself.

Sanada_Ujio

Post comment Comments
nokanomi
nokanomi - - 101 comments

i have a simple question for you, have you seen the incomplete mod THIS KRE? it has a mothership, and that mothership can actually produce air units while in the air "hint hint" also, i have another solution to air production, perhaps there could be say, a teleporter pad, and if you select a unit and right click on the pad, the pad morphs to accept that kind of unit in the buffer, now you could set another teleporter pad to take that unit to it, or teleporter ships that have the same function, that simply take units from the buffer and launch them (or let them drop like a stone depending on if they fly or not)so that you could that way unleash an untold ammount of havoc in under a minute, but to make that fair maybe you could make it so that there is limited buffer storage, and you could build buildings to increase it?

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Sanada_Ujio Author
Sanada_Ujio - - 51 comments

I have looked at THIS, and can confidently say a lot of Lua wizardy is going on, wizardy that I shouldn't tamper with. Sometime down the road I'd like to try and hammer out my original idea, but its on the backburner now for the simple sake of productivity. Your idea is a novel one, but doesn't have the same feel I was shooting for. But who knows, it may be useful sometime in the future. Thanks for the input!

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nokanomi
nokanomi - - 101 comments

if you ever need of-the-wall ideas, you know who to ask, also, whatabout a possibility of an armour system where you could say morph a building that your only aloud one of (morphed or otherwise) and you get 1 tech from morphing it, like say unlocking a super mega unit that is uber, but super slow, and you only get 1 or something like that, also when your done this, and if you get a litte more experiance in scripting (no offence intended) perhaps you could design your own engine for this? or perhaps at the very least a map, or something special about this leading to something important (something like planetwars perhaps?) where there are say, there are X official maps, and on a server somebody records all the battles, and one battle per map, and the faction winner gets that map, and on a planet viewer screen it shows territory relitive to the maps won and lost by either faction. also what about a third faction that has say, 8 units (not including buildings) and the units are generizing but not good at the things that they do, but are all capable of cloaking, stealthing, and say, attaching a fiberobtic cord to an enemies radar buildings, so you can control their radar, look at it from your screen, and even send them ghost units, that until their real units take a look, or come into visual contanct with a real building, which makes them disapear. or say sapping the enemies economy buildings so that they get a small ammount of that export that the building makes, or taking control of a vital turret, just before an attack, or stuff like that. technologically advanced special op pirates basically.

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oksnoop2 Creator
oksnoop2 - - 15 comments

We always welcome creative input. As Lead map designer I am working on a couple of maps for Conflict Terra. It would be cool to do a planet wars style meta game. Though CT will only have one faction on release so this feature will have to wait.

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nokanomi
nokanomi - - 101 comments

i have another question for you, ever considered modifying the spring engine slightly for this mod? if you did you could probobly make working tunnels, and what about making it required for you to actually move materials around, instead of simply having them generated and not requiring any form of transportation. another idea would be to make some sort of unit that does something, like set of a firework, throw a rock, or project a hologram of "rick roll" to distract the enemy, with the comparison of stunning them, and killing them

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Sanada_Ujio Author
Sanada_Ujio - - 51 comments

Any modification of the engine will be done through the Gadgets. This requires a level of programming that we're not very comfortable with, and so the large bulk of Gadgets we use/will use are probably going to be pre-existing ones. We talked about tunneling before, but decided it was both too complicated to try and figure out, and probably wouldn't give us a desirable gameplay mechanic. We've also talked about *what I think* you mean by "moving materials around", if by materials you mean resources, and you're talking about gathering. This has been done in Spring in the past, but mostly as a tech demo. We may or may not try and implement it, we have more important aspects of the economy to work out first. As for your last idea, I'm not sure where you're getting at, but there is currently one unit that can stun units.

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nokanomi
nokanomi - - 101 comments

first of all, a resurrection tank is hardly an adequate stunner, and secondly, by materials i meant moving them from storage, to build sites, but i suppose requiring to move resources stored in collecters to storage could help, like say either a carter type vehicle/mech, or tubes. and also, what about a form of unit that can morph, multiple times, from something that has about 50 health, and a weapon that deals 25 damage per second, to something that has 1000 health, 500 damage per second, shielding, (equivilent to 1500 health) stunning, field engineering etc. but there could be a ton of levels to make it more like a second commander, but each level (morph) would take say, 300 seconds, 1000 metal, and 1000 energy. another idea, is howabout a type of weapon (extremely powerful) that requires capacitors, which are made in a factory, and automatically distributed by teleporters (built in preferably) and each capacitor could cost say, 250 metal and 750 energy, and it would let the weapon fire a super powerful shot, but the shot costs alot of resources, however has a large radious, emp for double the actual explosion, the explosion could deal huge damage, but is incapable of damaging air or sea vehicles, unless landed or on the surface.

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Sanada_Ujio Author
Sanada_Ujio - - 51 comments

The resurrection tank no longer is armed, and there is a specific unit armed with a powerful stun ray. And the level of micro'ing you're suggesting with resources is something beyond what I think the average player is willing to deal with. I know personally I wouldn't like to mess with that level of micro'ing, and I lean towards the micro-end of gameplay. I understand you're trying to emulate a "realistic" situation, but the sad fact is that the closer you get to realism in a game, the more likely fun is to slip away. Depends on the situation of course.

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nokanomi
nokanomi - - 101 comments

no i mean like, you build a carter type unit, and it automatically moves the resources, when available, so if your draining energy with an extremely energy consuming weapon, you wouldnt ship any energy to the site. i didnt mean micro managment... and also, what about that unit that starts weak, but morphs to a more powerful unit? and what about ships that have shielding? seriously, like shields that say, deflect everything, but cost such huge ammounts of power that you would be more limited by economy than anything else, also, whatever happened to linkable mobile shield mechs? that would be nice to see, another thing would be a siesmograph detecter that detects metal extractors, or an energy sensitive scanner that detects high energy output devices, or shields. those would have to be the entire map to make them anymore efficiant than the radar. another idea would be a unit that can generate large ammounts of power but less than a fusion reactor, but is mobile so you wouldnt really need to worry about relocation. another possible idea is a possible requirement for mechs, like an example of that would be an item that isnt generated normally, but can be gained, but offers up a majorly efficiancy increase in mechs. another cool feature to see would be a type of repair station that basically the units walk into, and are repaired with green glows of light. another cool feature would be if constructors could for a price, upgrade the health of a unit (or just give exp to simulate the effect) however it offered say, 200 health for 50 metal and 50 energy for those who want to make a spam unit so powerful, that the enemies wouldnt expect that and go after the weaker, experimental biobot that would normally be more of a threat even though the small unit has been upgraded so much that it has more health. i dunno you tell me if its possible

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oksnoop2 Creator
oksnoop2 - - 15 comments

"no i mean like, you build a carter type unit, and it automatically moves the resources, when available, so if your draining energy with an extremely energy consuming weapon, you wouldnt ship any energy to the site. i didnt mean micro managment..."

If I'm understanding you correctly you are talking about a resource collection system that is more similar to games like Starcraft or Age of Empires. In which automated villagers/scvs/workers/whatever go find resources and bring them back to a drop point for collection. This sounds cool but neither one of us would really know how to achieve this.

"and also, what about that unit that starts weak, but morphs to a more powerful unit?"

We do have a unit that does this actually, the starting unit for the NKG can do a one-way morph into a much stronger version of itself.

"and what about ships that have shielding? seriously, like shields that say, deflect everything, but cost such huge ammounts of power that you would be more limited by economy than anything else,"

We have no mobile shield units, the PN faction will (probably) have one when it get's released, down the road.

"also, whatever happened to linkable mobile shield mechs? that would be nice to see,"

What is a linkable mobile shield mech? Sounds Interesting.

"another thing would be a siesmograph detecter that detects metal extractors, or an energy sensitive scanner that detects high energy output devices, or shields. those would have to be the entire map to make them anymore efficiant than the radar."

Neat idea but, I like radar more and it's easier to implement.

"another idea would be a unit that can generate large ammounts of power but less than a fusion reactor, but is mobile so you wouldnt really need to worry about relocation."

I'm pretty sure Sanada and I discussed this at least once, I don't remember what we concluded.

See the rest in post 2.

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oksnoop2 Creator
oksnoop2 - - 15 comments

Post 2

"another possible idea is a possible requirement for mechs, like an example of that would be an item that isnt generated normally, but can be gained, but offers up a majorly efficiancy increase in mechs."

I don't know if I like this idea, Sadly anything outside of the stock Metal/Energy economy that comes with the engine is beyond my understanding.

"another cool feature to see would be a type of repair station that basically the units walk into, and are repaired with green glows of light."

I think GundamRTS does something like this. I personally favor the mobile repair units.

"another cool feature would be if constructors could for a price, upgrade the health of a unit (or just give exp to simulate the effect) however it offered say, 200 health for 50 metal and 50 energy for those who want to make a spam unit so powerful, that the enemies wouldnt expect that and go after the weaker,experimental biobot that would normally be more of a threat even though the small unit has been upgraded so much that it has more health. i dunno you tell me if its possible "

Upgrades would be cool but that's a can of worms I'm just not ready to open yet.

On a side note, the more pages we add to the ModDB page the harder it gets to check for new comments. (ModDB won't tell us when people comment on a particular page) So for our convenience please use the links below for a fast reply.

Springrts.com --I check this about every 10 minutes of my waking hours. So this is your best bet to reach me.

OR

Indiedb.com --I check this about two times a week. I don't know how often Sanada checks this.

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Sanada_Ujio Author
Sanada_Ujio - - 51 comments

"Moddb.com --I check this about two times a week. I don't know how often Sanada checks this."

Multiple times a day.

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nokanomi
nokanomi - - 101 comments

always happy to increase the workload. also, what about a building that when you click on it, theres a button called "viewer" where if you click on it, a gui box showing the interior of the building opens up, and you could say, research things, like say, nuke/ anti nuke, power generation improvments for better generators etc. another cool thing to see would be the possibility for airplanes to have a button called "airdrop" where if the action is activated, it drops whatever its carrying and goes to the next specified waypoint.
another cool idea would be to be able to let aircraft transports carry water vehicles, as then you would be able to launch mass water combat, or retrieve things quickly, i know this seems a bit unrequired, but it would be cool, as if you think of water as land 2, and ground was land 1, and underwater was actually just underground, then it may seem redundant at first, but both types of land are equal, and should be treated as such, if you could script that in, it would be nice.

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bobthedino
bobthedino - - 1,789 comments

Careful, a game with too many bugs might turn off future players who would otherwise play when things are smoothed out.

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Sanada_Ujio Author
Sanada_Ujio - - 51 comments

We definitely hope to eliminate any and all bugs that we can and that we are aware of. What we're shooting to release isn't a shoddy, buggy version, but instead a version simply lacking one of the two planned factions.

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