Kloot: Unit Movement in Spring 82.*
JourneyWar: test.avi
EvolutionRTS: Single Player Campaign

This is a conglomeration of the items I have posted on Google+ ( http://gplus.to/EvolutionRTS ) concerning the singleplayer missions/campaign. This newspost is for all of you who do not watch the Google+ Stream.
Evolution RTS - Jan 28, 2012 - Public
Been working on singleplayer missions all night using the +Zero-KMission Builder made by Quantum. It’s pretty damn impressive.
I have the first mission all ready to go. Working on the second. It’s pretty involved. On the surface it seems REALLY hard, but in actuality, it’s a “work smarter, not harder” type of thing. Also involves a unit that most if not all of you have ever seen (kaiser will jump for joy when he sees it).
I’ve been doing a bunch of fixing game stuff too, as well as adding mission specific units.
Hit me with your mission ideas!
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I have started preliminary work on the singleplayer mission launcher. Check out the design and tell me what you do/don’t like. If you happen to be familiar with visual basic express 2008, specifics are appreciated. If not, no worries, just point out what sucks and what doesn’t :-). [center]

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Edit: This design is defunct, as Koshi is retooling SASI to handle it (linux users rejoice).
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Evolution RTS - Feb 6, 2012 - Public
Just a quick update. It’s been a few days and you guys might be wondering wtf I’ve been doing. Well, long story short, I’ve been fighting with the +Zero-K Mission builder. It’s really great, but in some ways it has some quirks.
One of those quirks is that it wouldn’t load the Evo maps properly. So, I started a great crusade to move all Evo maps over to a newer format. It’s extremely time consuming but it’s definitely a good thing to be doing. I also abstracted the map feature assets so that feasibly Evo maps could work with +Zero-K for example.
Slight problem The mission builder refuses to load them properly (still). My best guess is that it doesn’t understand how to read lua information files (newer map format). I’m waiting on Quantum (the creator) to get back with me about it.
Work on SASI as a mission launcher is progressing and I’ve made some progress on working out a story arc that doesn’t suck for the campaign. I’m also overhauling the Desura install.
When the next update comes, it’ll be a pretty important one.
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Evolution RTS - 3:00 AM - Public
Finished the first campaign mission tonight. And by finished, I mean all the scripting is done. I had to do some trickery to make the mission builder work with the map that increases the amount of crap I have to do to make the end mission work, but meh, no biggie.
First mission is set on New Iammas, and the people/military of New Iammas are on their last leg. In a daring attempt to beat back then enemy, you must take out their governing powerplant with nothing more than a few scouts, a light and heavy skirmisher, and 2 assaults. All this while the outpost (controlled by another allied overseer – you don’t have any control over the outpost units) is being raided and pummeled.
Good times 🙂 I want to give away details, but I don’t want to spoil the surprise lol.
I haven’t written the story for it yet, nor the mission briefings/ingame dialog/briefing, but I have a pretty solid idea to work from. I don’t know how many missions to aim for. Some of them may potentially be pretty short. Others may be either quite lengthy or quite short depending on the path you take to the end goal. I wish I could do achievements and rewards and stuff #keepdreaming
Zero-K: Stalemate!
With no end in sight after months of fighting, the warring factions of the galaxy are either unwilling or unable to continue. Infighting and internal political struggles are now the norm, as various figures dissatisfied with the current leadership attempt to take power for themselves. An effective “cold war” state has developed between the various factions, particularly the dominant Cybernetic Front and Empire Reborn, as overt fighting dies down.
It remains to be seen how long this tenuous peace will last, however, as new political systems and technological advances begin to change the face of the galaxy.
(PlanetWars? is closed for the time being. Stay tuned for new developments.)
Conflict Terra: Big Changes are on the Way!
Some very big changes are coming to Conflict Terra!
The Cursed: Heroes
A brand new hero system will be included in the next “The Cursed” release putting the Sarge and the Shade into action.
Zero-K: Zero-K v0.9.9.3
This is mainly a release to fix muffa’s unit transfer crash but it also comes with a few features that have been in the works.
Balance:
* Mace range 370 -> 355
* Scalpel projectile slightly faster and with less acceleration
Added hovering unit state icons:
* Icons hover over units when shift is held to indicate firestate, movestate and armorstate.
* Configure icon activation and size though “Settings -> Interface -> Hovering Icons”
* Free Factory and Low Power icons are integrated into the system so prevent overlaps.
Terraform:
* Changed extra cost function from area to perimter.
* Thin wall cost is unchanged, large areas are cheaper.
* Leveler, Banisher and Goliath projectiles smooth terrain.
Bugs:
* Fixed missing debris for Gunship Factory.
* Fixed state update upon unit transfer between teams.
* Fixed core selector crash.
* Possibly fixed occasional extra commander on rejoin.
Added a nice looking exit menu to workaround muffa’s crash that could be triggered with the default engine exit menu.
Mobile Cloaker and Shield now flee enemies. As with all unit AI use hold position to enabled it only for the fight command and click the light bulb to always disable it.
Catapult can now target gunships.
Replaced extremely powerful CAI commanders with commanders that players could feasibly start a game with.
