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The Darkening Wars 2.0

Discussion in 'Idea Factory' started by Angry_Bovine, Sep 25, 2008.

  1. Angry_Bovine

    Angry_Bovine

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    Well, the main reason that all the units would upgrade together would be for the sake of simplicity. It would be way too annoying to individually outfit a whole army, unless the upgrades played a more minor part in the race's evolution.

    If indeed the race has fewer units but more powerful units, that would create a slight problem in this game; you lose a few units cause you got rushed that you devoted many resources into and the machines would have no way of recovering.
     
  2. Zelf

    Zelf

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    True. Then of course you run into the problem that with global upgrades. You can get stuck with all radar/scout mechs if you don't know the machine race that well.

    I'd say easiest way would be.

    Basic Chassis (can attack)
    --> Reconstruct into Heavy Mech or Light Mech.
    Light Mech
    --> Reconstruct into Combat Mech or Repair Drone or Scout Mech.
    Heavy Mech
    --> Reconstruct into, tanks types and long range bombardment.

    This way your basic unit can attack, and he just upgrades into the different units. Almost like the mech is the barracks. It re-contructs itself into different mechs. And tech advancement would unlock the repair drone and such.

    Nanomachines (Allows you to re-contruct into a mech that can Repair other mechs.)

    Also, to make building easier later down the road, tech advancement would also make it so that instead of creating basic mechs, you could build a combat, repair, scout mech right off the bat. Skipping the upgrade process of the first few. Maybe when you research Repair Drones, that's when you gain the ability to make them right off the bat. So you can have your old mechs transform into them if they choose or stay as a Light mech. Waiting for Combat mech to be researched, then you could create 1 combat mech and evolve your Light mech into a combat mech. Heh, dunno.

    With this you still get something interesting, but a more simple and quicker way for upgrading. And tech advancement would increase the mech stats.

    Improved Nanomachines (Increases all Repair Drones rate of repair.)
    Something like that.

    A race that's kind of a mix between humans and mutants. Similar to humans in that it has the same type of tech system. Similar to mutants in that their units sort of evolve over time.
     
  3. Landmine

    Landmine

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    That force sounds very complex. I would be extremly surprised if it came out perfectly. I like that idea.
    The Exploration Humans, I decided, should include at least 1 ability per unit, and at least 2 multi-tier upgrades per unit. In other words, a really weak unit can become just as strong as a non-upgraded heavier unit. Abilities would differ on the unit. For the most part, the offensive/defensive units should have more offensive abilities and maybe 1 support ability (like self-heal), while support/transport units would have supportive/defensive/aura abilties. That way a person will be less likly to think "I don't need a transport. Its not like they have any helpful abilities or anything." It would make sence. Anyways, I'll just keep adding on to the force, and eventually get an entire post of the buildings, units, abilities, upgrades, and special features. Might take awhile, might not. Only time will tell.
     
  4. Zinive

    Zinive

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    Summary and update.

    I have updated all parts except the Psionic units.

    Apocalyptic Church

    Resources


    This race doesn't gather metal or oil

    Malirdium
    Instead of metal this faction gathers Malirdium. This is a rare synthetic metal. It must be created this is done by the Essence Node. Those Nodes are limited in the beginning you can only built 2. Later research will allow you to increase their power and built additional nodes. This is the only thing that is need for the creation of their buildings and units.

    Malak's Will
    It is limited to a max of 1200 and you start with a amount of 100.
    It is created in small amounts by each building and unit. However units will only create a little of this once they are trained while buildings will continue to create this recourse. It is needed to enable (not research) any research. As a example a research needs 200 Will and you have 250. You can research it however if you spend now these 250 for a ability the research becomes unavailable. I'm not sure but I thing this should not cancel a research in progress. Only special abilities are reducing this resource.

    Note:
    The Main Building will have a ability menu which is filled if you gain more of Malak's Will


    Story
    in the year 1443 a gifted child was born. This child grow fast and showed enormous skill in what ever he did, brilliant and loved by all. As the Years passed this child became arrogant. Still all men and women loved him saying that only he could be their King. The current ruler could not ignore the threat this man posed to him and his dynasty. Royal Assassins where sent out to find and kill that man. However of the 10 Assassins only 3 came back alive and those where broken unable to speak a word. Living the rest of their live in darkness. The Man however vanished from earth and was never seen again together with hundreds of other gifted Men and Women.

    As time past word came that an unknown Cult tries to take over the world. The Cult grew and grew. There were rumors that the cult has taken over smaller countries not by force but with kind words. While the Cult raises to power they became frightened, not because of their enemies but their friends. Fear of Betrayal, fear to be killed while sleeping grew inside the Cult secret Leaders. Their was only one who stood above, the gifted child of the past has plans of his own to dispatch the what secretly calls “the weak minded”. The plan was a bloody one, in the end only the most powerful of the cult survived.
    The gifted one has now realized, that he nearly destroyed his creation. All that was left was his growing madness. But he did not give up. The remains of the cult began experiment both cruel and powerful. Immortality was all the now single leader of the cult had in mind. But as time passed so did the cult at least this is what the world things.

    After hundreds of years passed a terrible experiment, made by the followers of the Apocalyptic Church, succeeded the Man of ages past returned to the living. But his body was rotten to nothing but dust. He was transfered into a machine created out of pure madness.

    The awakened machine started to live. A new Cult was born at this moment their members basking in the power to have defeated death had no longer bounds to the real world. As the Leader has returned to the living he declared that there is no longer a cult, he declared to be a reborn God, changing the cult to a church and he called himself Malak'tan, which means God of Gods in their own secret language. He took over all that was rebuilt by the new church. The experiment that the cult has bought horrific creations with them. Creations made of flesh, bone and metal, living machines. This all was unknown to the world until the day the sun will die.

    Malak fought of a new plan full of insanity. He believed that Humankind is not worth to live. Shortly before the sun died his personal agents set up bombs in most of the secret church bases.

    As the dark day approached Malak, who knew what would happen, transmitted a message to all his Followers:”My children, the time of ascension is upon us. The time of our victory. The time of justice and TRUE PEACE. I will destroy the SUN ITSELF! This is your sign to arise out of the shadow to cut of your bounds to this rotten world. Only those who fight and survive will be chosen by me to live in this new epoch of wealth.”


    Buildings
    Main:

    Church
    This is their command center it dose only build workers and can't be upgraded.

    Cathedral of the Chosen
    Once built the Church turns neutral passive and starts to decay. This Building will be the new command center. Allowing to summon from it their next generation buildings.

    Production:

    Temple of Peace
    Their basic barracks. Creates

    Portal of the Chosen
    Once built all Barracks turn neutral passive and start to decay. This Building will train their advanced units.

    Resource:

    Essence Node (limit 2 can be increased through research)
    This Building generates Malirdium.

    Research:

    Circle of Destruction (limit 1)
    Research Building for their offensive units, buildings and abilities

    Apocalyptic Circle.
    Once built every Circle of Destruction turns neutral passive and starts to decay. All researches that were available in the the Circle of Destruction are available here to but this buildings finishes them 20% faster.

    Circle of Harmony (limit 1)
    Researches economical and defensive units, buildings and abilities.

    Circle of forced peace
    Once built every Circle of Harmony turns neutral passive and starts to decay. All researches that were available in the the Circle of Harmony are available here to but this buildings finishes them 20% faster.

    Defense:

    Circle of Protection
    This is a defensive hub it can create up to 4 cannons, rocket throwers or flame throwers. With each add on built the HP of the Hub increases by 150. If the hub is destroyed all his add ons are destroyed too. However if a add on is destroyed the hub looses 150 HP and begins to recreate it automatically. Once finished its hp are increased by 150 again.

    - Sub-Buildings (towers attached to the Circle of Protection)

    Cannon Tower
    Basic and tank cannon it shot deals damage in a small area.
    Rocket thrower
    Basic Anti-Air and tank cannon. Unlike the cannon Tower this one doesn't have area damage
    Flamer
    Basic anti melee tower. Short range high damage deals damage to all units in the line of fire.
    Machine Gunner
    Basic anti Infantry tower. Medium range high rate of fire.



    Special Buildings and Abilites
    These buildings don't need Malirdium they only need Malak's Will and are summoned.

    Malak's Doctrine (250 Will)
    This Building has 2 special abilities it can instantly destroy a target organic unit anywhere on the map or buffing a single friendly unit doubling their HP, damage, attack rate, move rate and Armor. However once the buff ends or is dispelled that unit dies.

    Sanctuary of Ascension (350 Will)
    Creates automatically (you can not chose which is built) ascended this can either be a Mind Breaker, Machine Knight or a Techno Mage.

    Hand of Destiny (600 Will)
    Automatically creates every 120 creates either one Psionic Mindslayer, Psionic Impostor or a Psionic divine Knight.

    Star Diviner (600 Will)
    This building can create 3 different flying drones. This Building needs to create a add on called Drone Catapult (it supports a maximum of 3). The Drone Launcher can then create at a fast speed (5 seconds) any drone unit.

    Types:

    Kamikaze-Drone.
    Armed with a warhead of choice this drone has many functions but all will cause this unit to be destroyed upon impact.

    Warhead Types
    Neuraliser XD-23
    Stuns all organic units and the driver of mechanic units.
    Shadow MD-1043S
    This will stealth the drone and increase its damage however it wont deal Area damage
    Biokiller ST-113
    Can only aim ground units upon impact this unit releases a cloud of corrosive acids dealing damage over time. (basically it creates a disease cloud that also damages machines.)
    Doombringer FL-992K
    This deals massive Area damage upon impact. It can either aim ground units and deal area damage to ground units or air units and deal area damage to all fliers.
    Seeker MD-1039S
    Stealth drone that crashes into an area and leaves a detector behind has a large vision range and stealth detection.

    Hunter Pod-Drone.
    The biggest difference to the Kamikaze Drone is that this one is limited in the range it can fly. Once it reaches its destiny it will release several drones. All the released drones will die soon after being released.

    Blade FK-101-MW
    These drones will deal heavy damage to infantry but only low to heavy armored units.
    Firedragon LT 1
    Releases several drones that have the ability to meld armor reducing the armor of heavy armored units. A unit hit by this effect cannot be repaired.
    Trapper MP-259
    The released drones will fall to the earth where they will turn into a mine field.
    Disarmer FT-663
    These drones attach themselves to enemy units. Reducing their damage by 50% for 10 seconds after this time the drones will self destruct stunning the target for 1 second.


    Call the ascended (650 Will)
    Creates one Mind Breaker, Machine Knight and a Techno Mage.

    Chosen Children (750 Will)
    Target Area deals 750 damage in that area and creates one Psionic Mindslayer, Psionic Impostor and a Psionic divine Knight.

    End of the World (1200 Will)
    Next to you Command center the ultimate unit arises the Burning Angel


    Tier 1 Infantry
    Tier 1 organic units

    Shock Trooper (pack of 4)
    Basic Foot soldier uses a weak melee attack..

    Shock Templar
    Stronger attack and slightly more Armor then the Trooper. This unit is also immune to slows.

    Shock Gunner (pack of 4)
    Basic ranged unit weak attack and defensive.

    Shock Bomber.
    Upgraded version of the Gunner a little bit stronger attack. This units are immune to slows. Has a small chance of 5% to stun a unit.

    Machinist (pack of 4)
    Basic support unit has a weak spell to regenerate machines (restores 25 HP)

    Machine Priest (research will turn Machinist into Machine Priests)
    Has a Aura that increases Armor of nearby machines by 1 and has a spell to regenerate machines (restores 45 HP). Can also help to increase Building speed.

    Tracker (pack of 3)
    Basic Scout unit, weak medium ranged attack. Good vision and speed.
    Spell:
    Camouflage
    The unit becomes invisible while not moving

    Sleuth (pack of 3)

    Advanced scout unit better vision then the tracker.
    Spells:
    Speed Module
    For a short time the speed of this unit is maximized and cannot be slowed
    Camouflage
    Scanner Module
    The unit becomes unmovable for a short duration after 4 seconds all units in a large area are visible. This spell dose not break the stealth.


    Tier 2 Infantry
    Disciple (pack of 4)
    Short range anti tank attack. This is a very fast unit.

    Faith
    More Armor and More damage. Very fast and immune to slow.

    Knight (pack of 4)
    Strong Melee attack. Fast

    Paladin
    More Armor and HP. Fast immune to slow.
    Spell:
    Blinding Light
    Blinds a small targeted area and causes each unit in that area to have a high chance to miss for a short time.
    Righteous Fury
    When this unit is attack it gains increased move and attack speed.

    Dark Walker (pack of 3)
    Advanced scout unit with a strong anti infantry weapon. Large Vision.
    Spell:
    Dark Walk
    The unit becomes invisible for a short time but it's movement speed is reduced.

    Shadow Walker
    Greater range and faster movespeed.
    Spell:
    Shadow Walk
    Same as Dark Walk except this unit is not slowed.


    Tier 1 machines
    Messenger (pack of 3)
    Basic scout and Hit and Run unit.

    Word bringer
    Has increased speed and damage.
    Spells:
    Banner of Truth
    Places a Banner that gives sign of the area and increases damage of nearby organic units.
    Sensor Attachment:
    Targets a friendly unit that unit gains increased sight and the detection ability.

    Carrier (pack of 2)
    Basic unarmed Transporter has high armor and defense.

    Subterranean Fury
    Has the same armor and defense however is equipped with a light flame thrower.
    Spell:
    Dig to Victory
    The unit will dig itself and move in the underground to a target position.

    Beast (pack of 2)
    Basic attack vehicle armed with a light anti tank cannon.

    Hellhound
    Upgraded armor and hp.

    Spell:
    Sacred ground (passive)
    Each attack leaves a small flame patch.

    Assassin (pack of 2)
    Basic anti infantry vehicle armed with a light machine gun weak armored.

    Executioner
    Slighty more HP, armor and attack damage.
    Critical Aim
    Each shot has a 15% chance to deal double damage


    Tier 2 machines
    Crusader
    Heavy attack Tank with good armor and HP

    Inquisitor
    Heavy attack/siege Tank higher armor and damage
    Spells:
    incendiary bomb
    - throw a bomb a targeted building creating a flame patch around the building dealing damage to all enemy units and buildings within.

    Sky Sweeper
    Heavy long range anti Air can not attack ground units.

    Vanquisher
    Very heavy long range anti air unit. Has a small machine gun to attack ground units.
    Spell:
    Sky Barrage
    - Shoots a pack of missiles in the sky dealing heavy area damage to that region.
    Set up
    This unit becomes unmovable and gains an increased rate of fire.



    Psionic Tier 1+2 units
    (those units are immune to weather effects)

    Mind Breaker
    Strong anti infantry unit it has a chance of 15% to stun a attacked organic unit. Has also the Mind break ability causing a targeted unit to turn neutral hostile for 30 seconds. And the seal abilty which prevents using of any active or passive skill of a single organic enemy.

    Machine Knight
    Strong anti Tank melee Infantry has the ability to dodge attacks. Deal addition damage on each attack and is immune to slows and stuns. Has the active ability to paralyze a enemy with a EMP shock.

    Techno Mage.
    Supporting unit. Has a strong mid range attack. Increases damage of nearby infantry by 10% and armor of nearby machines by 2. (dose stack with the Machin Priests aura)

    Psionic Tier 2 units
    (Immune to weather effect)

    Psionic Mindslayer
    Very strong high range Anti Infantry and scout Unit. Is Immune to spells.

    Spells:
    Berserk:
    Turns a unit neutral hostile increasing their HP damage and attack rate by 50% for 30 seconds that unit will also use a taunt at the begging of this effect.
    Mark
    Gives Vision of an enemy units within a range of 3500.

    Sense the Blind
    Gives vision of every nearby enemy unit in a range of 2500 for 10 seconds.

    Psi Shield
    Gives a shield to a target friendly unit that absorbes damage for each 12 points of damage absorbed the Mindslayer looses 1 mana

    Psionic Impostor
    Very heavy Support unit. Medium range attack. Immune to spells and detection abilities.

    Spells:
    Veil of Darkness
    The Imposter turns invisible and cannot be detected unless a high level abilty is used to do so (A Corpse Feeder should not be able to see this unit)

    Trickery
    Creates 5 Illusion of a random Church unit.

    Weakening Presence
    Decreases nearby enemies attack damage by 20% in a 550 range.

    Great Show
    Once activate the Imposter can not be invisible and can no longer move until the spell is cancled or finished. The Imposter creates a mighty Aura that increases attack damage, Armor, HP and Life Regeneration of every friendly unit in a 1200 range.

    Psionic divine Knight.
    Very heavy melee unit. Immune to slow and stuns.

    Divine Guard
    Increasing armor by 25 for 30 seconds and increasing life regeneration

    Mighty strike
    Each attack has a chance to deal AoE damage.

    Onslaught
    Greatly increases move speed of the Knight and up to 5 friendly units nearby. The first attack will deal double damage.

    Judgment
    The Knight will unleash several leather blows against each enemy around him stunning and damaging them.


    Ultimate Unit
    Burning Angel (when this unit dies Malak's will is set to 0)

    Extreme heavy melee combat unit efficient against every thing.

    Spells:

    Inferno Wake
    Deals heavy damage to all units in a line.

    Divine Flame
    Increases the attack damage of all you units on the whole map by 25% (not including itself). Each unit attacking this on has its attack speed reduced by 25%

    Bioarmor GG-1337
    Increases this units life regeneration

    Fly
    This you can fly a small distance.

    Final Judgment
    This ability can only be used once its Hit Points drop below 25%. The unit will unleash a tremendous explosion dealing heavy damage in a 1500 radius. This skill needs 3 seconds to cast.
     
  5. Angry_Bovine

    Angry_Bovine

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    With all these ideas, I figure I might even implement 2 more races for version 2.0! But more likely, if I am to add in more than one race, another race will be added in before version 2.

    Well, great job for what ideas you have so far. I'm beginning to compile what I believe I will have for the 3rd race. I just recently discovered that the map limit is 4mb and not 3mb, so I will have a little more room to work with in terms of imports.
     
  6. Angry_Bovine

    Angry_Bovine

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    <<Bumping the thread>>

    I am in the process of the creating the third race. From the looks of it (from what I see so far) it resembles most like the machine ideas, though with a few things that make it unique in its own way.

    For the ideas that are not used, do not fear; they will have their place in the future.

    For those of you out there, you can continue to provide ideas on what you'd like to see on the third race.
     
  7. Zelf

    Zelf

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    Sweet, can't wait to see it in action.
     
  8. Angry_Bovine

    Angry_Bovine

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    I'm going to begin revealing a few concepts that I think I will introduce into the third race, and you can be the judge of it. I want to hear what you think; if I'm doing a bad job, I want to know.

    Machines (Following suit behind the other two races and Blizzard's idea, their race name is also generic.)

    Story
    Man's profound curiosity with creating robots and machines has never ceased and has shown up throughout time. Now, in the grim future that is war, this is still the same. As the conflict of between the Humans and the Mutants becomes a struggle harder and harder for the humans to win, Humans have decided to create constructs; droids. Call them what you will, but they are what they are: automated creations meant for war. However, that was just the beginning. With limited resources to develop an AI powerful enough and fear that it may gain too much independence, the neuroscientists of the Humans started developing Conscience-Driven Machines, or CDM troopers.

    Permanently disabled war soldiers were taken and experimented upon to be used as these prototype soldiers. At first, they worked as planned. Soon, however, the mutants developed their own methods of destroying these increasing ranks of mechanical foes. The lead neuroscientist, Haevar, grew crazed with finding a way to create the "perfect" machine; this led him to create the Twin-Bind Interface system. The T-BI could rebind a person onto a machine much faster; however, Haevar himself could control all who were subject under this system. Fearing persecution from his colleagues and the aroused attention of human leaders, he fled. Destroying what he didn't take, he disappeared into the cold. The Humans stopped development of all technology having to do with Haevar, and did not attempt to recreate it. Too much money had already been wasted.

    However, this was not the end of Haevar; he would return soon, having reached what he called "Ascended Perfection." Now, he sends legions of steel soldiers to reclaim what glory should have been his. He seeks to gain what he has lost: his humanity. For Haevar, all must submit to his will or die in his passing.

    A sort of blend of all three stories. It just seemed appropriate, story-line wise (for what I already had). I don't believe I really posted the original story of the Darkening Wars; if people want me to, request it and I will do it.

    Machine Race: Basics
    -No builder, like mutants
    -Main building is the Central Nexus
    -Buildings of machines require power (in the form of mana) to operate efficiently
    -The Central Nexus generates its own power and can power other structures
    -The same is true for several power-generating structures the Machines have
    -Almost all machine structures can have "Nodes," or addons
    -There are 3 "tiers" to the machine race; 3 structures they can create from the Nexus. Each one then upgrades to the needed structure for the appropriate cost.
    -Research structures can only research a few research without the correct Nodes; Nodes increase the capacity to research at each tier.
    -Machine units can be either versatile or specialized; this is determined by the player playing.
    -Power links between structures will be visible special effects, giving a vibrant glow to the base

    No units for the race are final except for most of the building ideas I have so far. Anyone can also suggest units that they would like to see for this race. Preferably, only droid/machine/mech things. It is unlikely this race will have vehicles; instead, each "man" has already had his conscience transferred into a machine.
     
  9. Landmine

    Landmine

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    If you want more detail on my race idea (for any reason), I can give you more. I'm just getting curious if you will want more then the 3 (though your third race seems pretty fun, I havn't gotten around to testing the newest version due to map making and all that, but I will).
     
  10. Angry_Bovine

    Angry_Bovine

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    Go ahead, I'd love to hear your ideas. The more, the better. That was there's more material to work with.
     
  11. Angry_Bovine

    Angry_Bovine

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    <<Bumping>>

    Version 1.14 should be out soon. It has a new few changes to patch the game up, but more importantly, I am beginning to slip in implementations of the 3rd race. Once I get enough of the race done (roughly by Version 1.20) it should be released for public testing.

    Oh, and some more information about the Machine race:

    -Research structures are something of an oddity for them; you can only build 1 of each variety (out of 2), and at which point, you can't research anything except the two generic upgrades which increase the number of type of units you can control. Only after you have built one of the three "Trees" of tech in a Add-on Node slot can you research an upgrade. Each research structure has 3 of these Node slots, meaning you can specialize in one tree or be balanced and have one of each.
    -While not as vital for other structures (but perhaps just as important), you can also build Add-on Nodes. These will either increase the productivity of the main structure or give it additional capabilities. A good example of this is the Turret Node. In this way, you are allowed to choose what Add-ons you use to customize the variety of tower you have, all from one Tower Node.
    -Add-on Nodes can be demolished to be replaced with other varieties of Nodes.
    -"Barracks" or factory type structures have Add-ons which allow different types of units to be built.
     
  12. Endel4

    Endel4

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    Very complicated. Definitely will not understand until I play it. My "Empire Azeroth" map has infantry, ranged, cavalry that deal bonus damage against each other in a Rock, Paper, Scissors fashion. No tiers or ages. Only about 7 units per race, 10 buildings, and 5 races. VERY simple.
     
  13. Angry_Bovine

    Angry_Bovine

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    Oh don't worry, it won't be too complicated. The mechanics are complex, really, but you'll see how it goes once it comes out.

    An update on progress: The Machines are being worked on already. They'll be done when they're done, but expect around 1-2 weeks minimum, and then they'll slowly be tweaked up to shape.

    However, do expect another patch before version 1.20, as I have a few things in mind:
    -Infantry might use ammunition
    -Infantry take cover behind debris
    -Debris starts scattered around the map
    -Additional debris created from dead vehicles and structures
    -Shots missed that fire over a wall of debris have a chance to hit the structure instead
     
  14. Zinive

    Zinive

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    Please no. Making the Game more realistic is good and fine but a change like would make me cry. It is complicated enough to survive against mutants early game.

    However the other points sound nice. You did a great job with this map
     
  15. Angry_Bovine

    Angry_Bovine

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    Thanks buddy =] Hehe, and a little advertisement too, feel free to join the darkening wars social group.

    Don't worry; ammunition will make infantry more powerful, if anything. It's just that instead of having a steady stream of damage their damage is condensed into bursts, followed by reloads. Infantry will never have to run back to base.
     
  16. Angry_Bovine

    Angry_Bovine

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    Bump.

    The debris/take-cover system has been implemented and should be released shortly, this will greatly benefit infantry vs. tank combat. Not much else to say, but say any ideas you have for the machines so that I might implement it before the race is set in stone.
     
  17. FlamyoftheHive

    FlamyoftheHive

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    I just have a small note for the map, the infantry's attachment string for the weapons is just weapon and not right + hand. Its minor but it ruins the look of the units when they go prone, not to mention the animations.
     
  18. Angry_Bovine

    Angry_Bovine

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    Wow, nice catch. I thought I noticed something buggy about the animation... Thanks!

    I had already changed the attachment string for the Ak-47 from Right + hand to Weapon, but it didn't seem to change anything, so I didn't change it for the rest of them. But since it does, I'll finish changing it for the rest of them.
     
  19. FlamyoftheHive

    FlamyoftheHive

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    Yeah I noticed the issues with my map and inspected into the konstrukt models and realized that was the issue. Who knows, in the near future, we might work together on who knows what. Also here is my idea for the no longer 3rd race for Darkening Wars.

    The Shroud

    History:
    At least a year before the experimentation on humans began, around one thousand people disappeared into nowhere. They were searched for with no avail for nearly 2 years. Now as the world is nearing its end, they reemerge from their ancient complexes under the earth. Unknown to all but this select few, an alien civilization once ruled our world, but they disappeared without a trace. And with a faith that is undeniable, they attempt to cleanse the world of the unchosen.

    Buildings:
    Main Building - Reven Chapel -> Reven Monastery -> Reven Citadel
    Barracks - Shadow gate
    Research - Formulater
    Vehicle Factory - Reclaimer
    Defensive Turret - Dark Hound
    Super Unit builder - Citadel of the Shroud
    Faith Producer - Temple of the Shroud
    Iron Producer - Dark Mine

    Units:
    Reclaimer - Builder
    Cultist - T1 attack unit, pack of 5, very weak, low resource cost
    Dark Warrior - T2 attack unit, pack of 2, very strong, high resource cost
    Shadow Wing - T3 attack unit, pack of 1, insanely strong, insane resource cost
    Dark Wing - Transport
    Sky Reaper - Artillery/AA
    Doom Hammer - Tank
    Blood Wing - Uber unit

    Gameplay:
    The Shroud hits fast and hard, but a sustained assault will literally destroy a force. Even without air units they can annihilate any aircraft with the Sky Reaper, while their units outpace any normal infantry/vehicles.
     
  20. Angry_Bovine

    Angry_Bovine

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    I'd be glad to. I've got my hands full on my own little nifty ideas, if I may say.

    My, it seems that zealots are popular in the apocalyptic future. Is there any particular disadvantage to playing your race? Heh, with all those benefits, I see no point not playing as them. The only one I can see off the top of my head is the lack of air units, which isn't particularly troublesome.

    Don't be surprised if I eventually recycle these ideas in the future... with all due credits. I still have a lot of things to do before I'm satisfied with modifying this game. With any luck, I can even fit a fourth race into this game! (Which I intend to do with enough time.)