SpringFiles: Metal Factions

Version:  v0.7 Games Freeware

Far into the future, different factions fight throughout the galaxy for control of resources using armies of advanced machines…

“Metal Factions” is a game for the spring engine with two original factions, CLAW and SPHERE, as well as the two factions from Total Annihilation, ARM and CORE. There are new units for the old factions, different balance and some new mechanics (mostly around the commander).

It should favor small to medium battles and micromanagement as economy growth is dependent on map control and units are relatively expensive.

you can post feedback and suggestions on the spring forum:
http://springrts.com/phpbb/viewtopic.php?f=14&t=24489

———– Gameplay notes / hints (comparison with the typical TA-derived games) ———-

— commanders
– each commander has 3 distinct upgrades with unique visual and attributes
– commanders can be respawned, for a price (respawner pad can be built by any constructor)
– commanders no longer have a huge death blast
– commanders have unique weapons instead of the 1-hit-kill dgun
– commanders morph one of their weapons into a torpedo launcher while underwater
– no decoy commanders

— economy
– economy scales smoothly, advanced metal extractors provide about 3 times as much metal/s as basic ones
– metal makers have been disabled, but all commanders give +4 M/s
(you can no longer grow your economy exponentialy without grabbing more land)
– construction units build faster than usual when compared to commanders
(commander should be fighting in the front line, not cowering on the back of the base)

— ARMOR vs HITPOWER
– Light (L) (takes full dmg from all sources)
– Medium (M) (takes half dmg from light hitpower weapons)
– Heavy (H) (takes half dmg from medium hitpower weapons and quarter dmg from light hitpower weapons)

(throwing a mass of light scout ships against medium and heavily armored units should fail miserably)

– you can view the armor type and weapon hit power on the tooltip

– SPHERE’s unit shields protect only the owner and regenerate 2%hp/s at the cost of 4%hp E/s
(they take full dmg from all weapon types since v0.6)

– all ground units have 600 LOS and aircraft have 720 LOS (there is no distinct radar and sonar LOS) (has LOS widget)

– it has most land, air and some sea units for CLAW and SPHERE

– it has its own lua AI : MFAI, but also works with RAI.

– for now, it has no mine-layers, no nukes, and no vulcans (does have long range plasma cannons though)

************************** PATCH NOTES ****************************

2014/01/15 —————— NOTES v0.7 ———————-

game has been renamed “TA : Factions” —> “Metal Factions”

— AI

– added MFAI : it should play decently on mostly land maps with a land path between base positions

— unit balance/fixes

– ARM Construction Kbot couldn’t build respawner
– slightly increased the damage done by anti air hovercraft
– CORE “Marauder” : increased hitpoints but reduced firepower a bit
– ARM “Phalanx” made faster but with less HP and damage per second
– increased hitpoints of ARM “Flakker” and CORE “Cobra”
– increased speed of long range plasma shots
– buildings no longer have different line of sight for ground and air units
– override maps’ unit movement speed modifiers
– prevent aircraft collision damage
– some units with rockets no longer target aircraft
– SPHERE “Concealer” became sturdier and looks different
– made wreckages 50% harder to kill
– reduced the height and metal content of wreckage heaps
– made air repair pads tougher but more expensive
– slightly increased the relative cost of weapons with large area of effect and/or tracking shots
– slightly increased the range and cost of CLAW “Hyper” and CLAW “Piercer”
– increased the range and cost of SPHERE “Bastion”
– CLAW “Bishop” increased hitpoints, firepower and cost
– slightly increased the slope tolerance for vehicles
– SPHERE Ark and Stalwart’s missiles track their target
– CLAW “Mega” significantly increased hitpoints and cost
– ARM “Sniper” : slightly increased speed, hitpoints and cost
– disabled custom strafing behavior for heavy aircraft (was still inconsistant and broken)

— visuals

– fixed some build pictures
– medium and light emg should be called just emg (dmg is always light)
– fixed some wreckages
– improved ARM “Sniper”‘s model and animations
– slightly improved ARM “Knight”‘s movement animation
– slightly improved CLAW “Bishop”‘s model and animations
– slightly improved model on several SPHERE kbots
– fix size occupation % for air transports tooltip
– improved CORE Wind Generator’s model
– fixed death blasts on some aircraft
– slightly improved ARM “Samson”‘s and “Hammer”‘s model and animations
– loading pictures : changed the logo and added a one with info about the line formation command

— widgets / gadgets

– added message separator widget (by Kloot and Brain Damage)
– fixed gadget errors that appeared on spring 95.0 and 96.0 with the previous version

thumbnail_mf.jpgbanner2_sml_0.pngmetal_factions_logo.jpgAuthor / Publisher:  raaar

SpringFiles: XTA

Version:  9.732 Games Freeware

——————- Change Log of XTA 9.732 Svn 588 —————— by Jools

– Lua: Fixed adv. playerslist widget, buildspeed gadget. Improved unit under attack sounds widget to be less annoying. Added new version of ally resource bars widget. New endgame statistics gadget.

– Lua: Added some new widgets: specific unit reclaimer, smart area reclaim, mouse cursors, underwater blue, deferred lighting

– Unit: reinstate sniper’s special damages versus core the Can and core Sumo, and as counterweight reduce it’s hp from 1190 to 900. Scout planes are slower so that they can be intercepted more easily.

– Game: make dynamic lights a mod option. New: DT-crush effect, Mexx cloud explosion, Loaded non-air transporters can leave wrecks of destroyed units when they die.

– Other: Bug fixes and performance improvements as usual.

http://springrts.com/phpbb/viewtopic.php?f=48&t=31131

tumblr_mxxkm7q4dm1rooeoro1_500.jpgAuthor / Publisher:  Jools_

EvolutionRTS: Evolution RTS Gaming Get-Together #8!

Evolution RTS Gaming Get-Together #8!

Awwww yeah! It’s that time again! Tomorrow let the explosions begin again!

Lots of small but important changes this time around. First off there is the new population cap that has been instituted, so you won’t be hitting the unit limit when trying to build mexes anymore ( -_- ).

I am also doing something that I have been thinking about for quite some time now, and that is making the commander emp targetable. IE, you select the overseer, press a, and click and an emp will happen. It will have a range equal to the purple ring (500), but the aoe will be a bit smaller to balance it out. It will also be an instant hit.

There will be other small changes as well, but those are the biggest ones. Hope to see you tomorrow!!!
*Evolution RTS Gaming Get-Together #8!* Awwww yeah! It’s that time again! Tomorrow let the explosions begin again! Lots of small but important changes this time around. First off there is the new population cap that has been instituted, so you won’t be hitting the unit limit when trying to build mexes anymore ( -_- ). I am also doing something that I have been thinking about for quite some time now, and that is making the commander emp targetable. IE, you select the overseer, press a, and click and an emp will happen. It will have a range equal to the purple ring (500), but the aoe will be a bit smaller to balance it out. It will also be an instant hit. There will be other small changes as well, but those are the biggest ones. Hope to see you tomorrow!!!
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EvolutionRTS: Evolution RTS Gaming Get-Together #9!

Evolution RTS Gaming Get-Together #9!

Awww yeah! It’s that time again! This time with better performance!o

Come check it out! Lots of really cool changes and gameplay enhancements!
*Evolution RTS Gaming Get-Together #9!* Awww yeah! It’s that time again! This time with better performance!o Come check it out! Lots of really cool changes and gameplay enhancements!
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EvolutionRTS: New loadscreens are coming!

New loadscreens are coming!

Thanks to smoth for making this possible! Pretty soon +Evolution RTS will have much nicer and more informative loadscreens. I haven’t gotten all of the details worked out just yet, but this is an example of one that I’m messing around with at the moment.
newloadscreens.png
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