Zero-K: Well, that was embarassing.

As many of the players have noticed, round 10 of PlanetWars…did not go quite as anticipated. Besides the persistent difficulty in creating balanced teams, the rule setup also resulted in the Synthetic Front achieving a runaway economic victory.

As such, we’ve ended the round and will be going back to the drawing board for the round 11 design for a while. The SynthFront victory will probably be recorded in the Hall of Fame, but not incorporated into the running story. It’s not yet clear whether the two-faction system can be salvaged, or written off and PlanetWars restored to five factions.

We apologize for the inconvenience, and hope to see you again in the next round!

EvolutionRTS: Evolution RTS v1.9, addition of Shard AI, Google+ hangouts and more!

evoplus.png

 

Hi everyone!

So, it’s been 2 months since I have made a newspost and most of you probably thought that in the meantime, I died. Well, truth is, I haven’t been all that active due to a host of reasons, but suffice it to say, I have been working on getting Shard AI ready for inclusion on Windows and Linux.

v1.9 won’t be adding a lot to the game. I’ve stamped out all the bugs I can find. I am working on some new features but I am not sure when they will be ready. Also, I am experimenting with different gametypes and the best way to properly implement them. One of the gametypes I am currently messing with is a DOW2/Battlefield style of point capture. Those of you who have been around since the dawn of time will remember that a long time ago I tried to implement such a feature to mixed success as a modoption. As I am not advocating the use of nothing but autohosts for hosting games, modoptions are not easy to change for newbies on an autohost, so I’m thinking that when this comes about, I will segment the game into another branch. This branch will rely on the regular version but just have point captures on by default.

I don’t know if any of you have been paying attention to my games with shard:

 

Shard is an AI made by AF (developer over at Darkstars) and has been around for some time. These games have been about testing various measures and in general, making sure that Shard performs correctly in Evolution RTS. I haven’t even been able to test the linux side of it yet, but I’m getting there. Shard puts up one hell of a fight, and is great for singleplayer games or even multiplayer games. I have been involved in many compstomp games (many of which the comp usually wasn’t the one getting stomped). One other interesting method you can use, is to have an FFA game with as many human and shard players as you like and put in a survival spawner. So not only are you having to fight one another, you are also having to fight the horde!

I do not know when 1.9 will be released. I would say within a week, hopefully.

Now, in another interesting turn of events, I will be hosting a public Google+ Hangout where any of you are welcome to join and ask/talk about anything Evolution RTS related. This can range from technical development questions, or “How do I?”, or “When is …”, etc. All is fair game. In order to see the invite easily, simply follow me on Google+, or you can click on “Add Ben to your circles” on the sidebar. Hopefully, Koshi will be able to be there as well, so he can help with any Lobby/SASI related questions as well as Evolution RTS on Linux and so on. I hope this will be a fun event and I’m looking forward to meeting you guys!

Hangout time will be at:

Saturday, November 5, 2011 at 12:00:00 Noon (Pacific Standard Time) (UTC-7 hours)
Saturday, November 5, 2011 at 19:00:00 (GMT)

I haven’t forgotten about the Tournament. It is still being planned, but I wanted to wait till the lobby system is a bit more newbie friendly.

Zero-K: Zero-K v0.8.13.4 + PlanetWars season 10 launching!

We’ve revamped PlanetWars for season 10. Most notably, there are now only two factions, in order to correct several long-standing issues with previous rounds. The factions are:
* The Empire Reborn, formed by the integration of the True Born into the reforged Empire of Old Earth.
* The Synthetic Front, formed by the Ascended and the Free Machines setting aside their differences to fight a common enemy.
The Unaligned clans have each been assimilated into one of the two new powers.

Other changes are as follows:

Homeworlds
* Only top 20 clans from the previous round may have homeworlds. They can pick a homeworld with 501 IP for free at any time.
* Only homeworlds may be renamed.
* Removed consolidation

Victory conditions
* Economic victory: Value needed increased to 80%

Zero-K v0.8.13.4 has also been out for a day or so, be sure to update. Changes include:

Gameplay (general)
* Fixed some bomber behaviour issues.
* Fixed Scorpion not being radar invisible when cloaked.
* Dominatrix has more speed; turret turns faster.
* Scout boat cheaper.

Modules
* Assault Cannon and Missile Launcher do more damage and have more range.
* Gauss Rifle reloads faster.
* Slasher unpacks 20% faster.
* Slow Beam and High Power Servos a bit cheaper.

GUI
* Player list should work properly now (minimum width, aligns to bottom properly).

Visuals
* A VR grid is drawn around the map.
* “Night” effect: Start at dawn instead of midnight (configurable).

Zero-K: Zero-K v0.8.13.1

A lot of little things have been improved. A few bugs fixed, a new mech and superweapon. Reserve metal is now properly implemented as a slider on the resource bars and mobile AA should be a bit better against Shadow.

—–
GUI
—–

Decoupled reserve metal from storage structures, reserve is now controllable with a slider bar on the resource bar. Energy is also reserved at the metal reserve level, does not affect non-constructor energy drain.

* Healtbars in unit selection and tooltip are now colored.
* Added minimisation buttons to Minimap, Chat and Playerlist.

—–
New Units
—–

Scorpion, a cloaking all terrain mech with a deadly stinger. Slow and expensive for it’s combat power this unit is best used stealthily to pick off unaware opponents.

The Zenith is a superweapon on the scale of the Planetary Energy Chisel. It calls numerous meteors from the sky to rain death upon your enemies, as an added bonus the meteors have some metal which can be reclaimed.

—–
Balance
—–

EMP missile
* Removed unintentional homing

Jethro
* Speed 3 -> 3.5

Archangel
* Health 1050 -> 1500 (now in line with Tarantula)
* Removed jump charge time.
* Increased aim speed dramatically (4.5x) because it could aim much slower than turn. This was annoying to use and unrequired.
* Made bullets fire properly on fixedwing (engine brokenness)

Copperhead:
* Fires properly on fixedwing (engine brokenness)

Shadow:
* HP: 1250 -> 1200
* Speed: 10 -> 8.8

Snake (light sub)
* HP:1100 -> 1250 (2 shots from prec bomber and sniper sub)

Serpent (sniper sub)
* Damage 1200->1100
* HP:2600 -> 2300 (So that its HP can be cut while still 3-shooting other sniper subs).

Torpedo Frigate
* HP: 1750->1800

—–
Bugfixes
—–

Fixed patrol orders in gunship factory queue

Overdrive behaviour improvement (may fix a bug that occurs at high energy).

Zero-K: Empire has won PlanetWars + Zero-K v0.8.12

Congratulations to Empire of the Old Earth led by Saktoth and his Imperial Vanguard Legion for surprisingly winning season 8 using cunning diplomacy and efficient warfare.

For more information check hall of fame: http://zero-k.info/Forum/Thread/314

We are also releasing new version of Zero-K and lobby:

Changes:

* storages now reserve the metal stored. To use it you need to set construction to high priority. Morphing or weapon reload (nuke) automatically taps from reserve.

* clan icons and avatars are visible in lobby and ingame. New playerlist shows rank icons and clan icons too (only works 100% for people who use Zero-K lobby).

* ingame GUI streamlined – playerlist, console with chat history and epic menu can be all displayed/hidden by pressing escape. Console appears when you start typing text. Important ally and enemy chat messages appear in bubbles.

* text to speach is silent for spectators

* various lobby tweaks in tooltips and player lists. Its possible to filter people by clan shortcut. Settings of lobby now contain frequently used engine settings like windowed mode or hw cursor.

* various minor planetwars tweaks – ships that cannot reach planet (broken wormholes) return home. Also ships orbiting allied planets return home.

Zero-K: Zero-K v0.8.11

Nothing fancy in this version, just a generally improved experience.

Design:
* Made some tweaks that should hopefully improve vehicle movement
* Commanders of disconnected people spawn at 30s instead of 2 minutes
* Bad target category improvements for Dominatrix and Reaper
* Fixed shipyard footprint etc. issues
* Chicken: changed some tooltips; added a new supporter chicken; made queen health scale with arrival time; added tech time floor
* Removed reload bonus with xp.
* Double commander recipient in planetwars now also has double storage. This is to prevent excess at the start of the game.
* Added target setting on the move functionality. It can be completely controlled with hotkeys but by default it will keep a unit’s target when an explicit attack command is cancelled by a move command.

Simplified armour system:
* Razor’s Kiss damage reduction 0.2 -> 0.25
* Pitbull damage reduction 0.15 -> 0.25
* Pitbull health 2250 -> 3000 to compensate
All armoured units now have 0.25 damage reduction. Crabe is the exception with 0.33.

Interface:
* Nano turret added to Unit AI -> Initial States menu under Static.
* Changed style of terraform icons.

Balance:
* Krow bomb reload time 20s -> 30s
* Hammer projectile even slower
* Napalm missile and Firewalker:Ground fire duration increased 1.5x, DPS halved
* Slight tracking added to prec bomber, it can hit subs that jitter out of the way
* Venom damage 800 -> 600
* Bantha cost 12000 -> 10500

Graphics:
* New Shield texture, small jitter effect for large shields.
* Added some pointless flashing lights to things

Zero-K: Ascended Valhalla conquered the galaxy!

Congratulations to all Ascended and especially clan Valhalla led by ConTrust for winning PlanetWars season 8 – almost total victory this time despite heroic efforts of other factions. Details in http://zero-k.info/Forum/Thread/314

PlanetWars season 9 starts now! Can Ascended do it again or will they be stopped now?

= ChangeList =
* new galaxy
* improved trading and diplomacy interfaces
* trade with enemies is impossible
* local now buy influence at $15 instead of $10
* ships cannot engage other ships in orbit anymore
* you can only store ships up to fleet size (but you can have several fleets orbiting distant planets)
* shipyards produce 1/4 of ship per turn played only
* jumpgates only transport 1 ship and can be blocked by planetary defense grid (which is 1000 credits more expensive now)
* all structures except mines and wormhole cost 2% of their cost per turn as upkeep – lack of credits results in destruction of the most upkeep hungry structure
* influence of unclanned people is given to same faction clanned people on the planet after battle
* same faction clans share research by default
* repair only costs 50% of original structure cost
* ships only start ground combat if faction members of owner are present
* insurgents target all planets of strongest faction present (weighted by their influence – low influence more likely) and all empty planets linked to planets of faction present – weighted by influence (higher more likely)
* homeworlds can only be created on planets without artefacts where only your faction holds influence
* you can give influence to other faction clans and system tracks how much you transferred – and your ratio with them
* after battle, if your ally or ceasefire partner owns the planet where you fought, you give all your influence there to him – for ceasefire it happens only if balance of influence swapped this way does not exceed 150%

EvolutionRTS: Evolution RTS v1.8 Released! New map, and more information about SASI (bonus preview video)!

vlcsnap-2011-09-07-03h09m56s5-560x452.png

Another month+ has gone by, and now I have all kinds of juicy little tidbits for you!

Evolution RTS v1.8

All things considered, this was a very minor release, but it fixed a pretty giant bug (giant bug imo, however it was actually very small) that had gone for many weeks unseen. Due to a mistake in the cover gadget, units tagged with stealth, weren’t actually getting it, unless they were hiding in trees. Unfortunately, testing for things like this is really hard, because it’s somewhat obscure, and you don’t see every tech used in every game. Still, i am glad to see it fixed and to all your amphibious enthusiasts out there, I am sorry.

New Map! Altored Divide:

Originally made by Caydr, then remade by Nixa, and now remade by me (using much of Nixa’s assets) for Evolution RTS. It is set up for anywhere from 1v1 all the way up to 5v5 play. Large hills in the center make it harder for hovers and amphibs to maneuver, however, all terrains are susceptible to arcing ballistics and missile fire with nowhere to hide. The vast majority of the metal spots are in the center, along with 5 geothermal vents, making the center of the map worth dying for… literally.

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As you may have noticed… I’ve been trying to bring you a new map every month. In fact, I was going to have a lava map for you, but unfortunately, it isn’t finished yet.

SASI

SASI (Pronounced Saw-ze) is a semi new project by Koshi, much brought around due to my continual complaints about the lobby (but it’s not all my fault! :-)). It is designed to be a proper frontend for a game. You will be able to edit your settings inside of it, launch singleplayer games, missions, and join multiplayer servers and even a quickmatch button! I wish to god it was already here but unfortunately it isn’t quite ready. I do have a treat for you though, koshi made a short video showing off some aspects of SASI. Unfortunately youtube ate the first 12 seconds, but after uploading it twice, I concluded that the problem was not on my end. I cannot give you an accurate timeframe of when it will be ready. There is still a lot of small details that need polishing and unfortunately, it’s only Koshi who is doing the work on it (my C++ foo, isn’t).

So, without further ado, I bring you, SASI:

Community

Ok, the last bit I wanted to discuss was the community, or, more accurately, the lack of it.

Assuming that my stats are more or less correct, somewhere in the area of 2000+ people have Evolution RTS installed. As the sole dedicated developer of this game, I am flattered! Unfortunately, I am by myself. I’m not exactly the type who is great at starting online communities. Especially one where I have such overwhelming bias.

I have been reading up on how to build online communities from nothing. The first thing it says to do is to identify who the community is for. Well… That one is easy. It’s for everyone who likes this game! I love this game. I eat sleep live and breathe this game. I work very hard and even into the very early hours of the morning on it for no other reason than that I love it, and I want you to enjoy it as well. I can tell you that while I love playing it, I love watching others play it more. Seeing strategies that I never thought of, being able to throw out helpful pointers here and there, and mainly, simply seeing all of you enjoy it. For me, that is where I get the biggest reward.

Next I am told that I should reach out to people. This is me reaching out! 🙂 I want to talk to all of you (preferably not all at the exact same moment, but you get the idea ;p ). I want to hear what you liked about the game, I want to hear what you hated about the game, and I want to hear your suggestions for how it could be improved! I try very hard to remain as accessible as possible, whether it be via forums, the lobby chat, email, private message, etc, but I still feel like most people think that they are probably dealing with an actual games company that doesn’t care about what you have to say. Well I’m here to tell you that I do care, and I want to hear what you have to say!

So, without going further into boring detail, I would like to invite you to our forums. It’s small and cozy right now, but I would love to hear from you and have the chance to speak to you!

The general discussion forum is here

And the help and bugs forum is here

Please come in and say hi! I am looking forward to speaking with all of you!

That’s it for now, but there will be more later. Hopefully, sooner!

Zero-K: PlanetWars season 8 + Zero-K v0.8.10

We’ve introduced some new models, and implemented a brand new (experimental) faction system for PlanetWars. Lots of other changes too, be sure to read the whole changelog!

—–
PLANETWARS NEW ROUND!
—–
New PlanetWars homeworld system:
* each clan can select one empty planet as their home (if they have enough influence spread through galaxy on unocuppied planets). Influence is moved from those spread planets to new home.
* at any point, clan can “consolidate” influence from spread unowned planets back to homeworld
* only clan founder or people with rights can perform this action
* free planets for clans after first battle removed

Factions:
* clans now belong to factions http://zero-k.info/wiki/PlanetWarsFactions
* clans inside factions are allied by default and share victory goal

Introduced taxes:
* influence generates $2 per 100 influence for owner

Introduced corruption:
* corruption reduces planet income (mines and tax). Corruption depend on ratio between first and second clan influence

Introduced decay:
* if there is a corruption on the planet,each clan loses 10 influence every turn

Changed fleet behavior:
* fleet capacity – it does not represent max total ships anymore, but ships you can deploy at one planet. This fixes issue with jumpgates etc
* bombing also reduces influence by 3% and 10% if there are no more structures

tweaks:
* clan domination malus decreased and capped at -70
* max clan size 8, no matter the player skill
* game can be started again even if composition score is not good
* mines nerfed

——
GRAPHICS
——
New Recluse, Venom, Tarantula and Weaver models. by CaptainBenz.

——
GUI:
——
* Added widget; Replace Cloak Con Orders (disabled by default). It turns repair and reclaim orders into move orders if given to a cloaked constructor. This is to prevent unfortunate accidental decloak when navigating a wreck field with Rectors or cloaked Commanders.

* Added terraform tooltip that shows hotkeys for each type of command when using that command.

* Tactical AI no longer activates when a unit is set to hold position and an attack command is given by the player (now it required fight to activate).

* Fixed transport AI wait bug (transported units were sometimes kept in “waiting” state)

* Added a new minimap icon for Pylon and adjusted the Geo/Fusion one. Some very small units, mostly mobile bombs, are now displayed as minimap icons at lower than default zoom levels.

——
GAME BALANCE:
——

Commander Modules:
* Sheild drain 6 -> 12 (to be equal to mobile shield)
* Energy cell back to correct value (+6e), cost reduced (250 -> 225).
* Removed range bonus from Nanolathe

Commander Weapons:
Dgun:
* 12% more damage
* 33% wider AOE
Gauss Rifle:
* Range 450 -> 415.
Riot Cannon:
* AOE 136 -> 128
* Damage 250 -> 240
* Range 290 -> 270
Shotgun:
* Range 320 -> 300

Almost all death explosions crater 12.5% less to make the terrain a bit more Vehicle friendly.

Faraday:
* Cost 170 -> 200

Hammer:
* Range 860 -> 820
* Speed 1.72 -> 1.62

Thug:
* Shield regen rate 12 -> 14

Dominatrix:
* Cost 420 -> 400
* Capture decay rate 5% -> 4%/s
* Delay before degrade 2 -> 5s

Dante:
* Missile range 520 -> 460
* Cost 3600 -> 3500
* Speed 1.7 -> 1.75

Tacnuke Missile:
* AoE 128 -> 192

Firestorm:
* Cost 350 -> 320

Shadow:
* Cost 500 -> 450

Behemoth:
* New model (Mr Bob)
* Damage 300 -> 600
* Reload 6 -> 10
* Range 1650 -> 1850
* Shot is slower and arcs

Krow:
* Flipped model (flys ‘forwards’), restricted arcs. Can now only fire 2 guns at any point on the ground.
* Damage increase 50% to compensate for arc loss.
* Health 17000 -> 17500
* Can fire missile storm below it every 20 seconds, manual fire.
* Removed gravity beam, missile storm replaces it.

Fixed slow weapon interaction with Stiletto and Krow burst weapons, the burst is now slowed.

Chicken:
* Spires do more damage
* Burrows should no longer spawn in lava

Zero-K: Noble Champions win PlanetWars season 7

Congratulations to clan NC founded by Omygod for winning this round 🙂

http://zero-k.info/Forum/Thread/314

After a turbulent start tainted by recreation of Valhalla, Imperium seemed to be firmly on the path to victory.

However Noble Champion’s relentless activity push, paired with higher skill and alliance with reformed Valhalla caused Imperial forces to crumble and lose several key worlds. NC then went for artefacts and achieved swift technologic victory.

Imperium ended second, Valhalla third.

Next season will take some time to prepare due to upcoming faction system and other tweaks. Meanwhile, your feedback and suggestions are welcome!