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Topics - rkynick

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1
Games / Kohan: Immortal Sovereigns
« on: August 28, 2011, 10:31:41 AM »
(and Ahriman's Gift)

The immortal Kohan have awoken again on Khaldun, to lead the battle between generic fantasy good and evil!


Kohan:IS is a classic RTS game that is heavily macro orientated. You construct cities for your empire, which provide resources that go into making armies. Resources in Kohan do not accumulate (save for gold), rather they exist as income that is used up. Owning a lumber mill in a city gives you +6 wood, owning a company of footmen uses 6 wood, for example.

Units are not controlled individually, and rather are constructed as companies. Each company has 7 units in it: 4 front line soldiers, 2 supports, and 1 leader.

This is your recruitment screen
Front line units may be infantry, cavalry, archers, etc. Support units are varied, and can either be front line units or specialized support units, such as wizards and necromancers. All companies are lead by a generic captain or by one of the immortal Kohan heroes that have joined your empire.
You command your troops primarily by telling them where to move, when they come in contact with any enemy force, combat begins and the only command you can issue is a retreat (so there is no micromanagement of any description). Companies can adopt several formations; one makes them move slower but gives them a combat advantage, others make them move faster at the cost of combat power.
Troops are also governed by morale, which depletes in battle, especially after losing leaders. If morale falls too low, your troops will rout and run to a nearby city to recover.
Each city has a defensive garrison, and you can also build forts and outposts that have defensive garrisons to defend your land. When a city is under siege, after a certain amount of damage it will surrender to the assaulting force and join your empire. Outposts and forts are merely destroyed.

Sometimes you happen upon neutral lairs full of hostile creatures that can be razed for gold, or a neutral city that can be captured. The wilderness is full of goodies, and horrible things like dragon's lairs that spawn unspeakably powerful monsters. Exploration is nonetheless exciting, especially when you find new technology or new units.

Kohan is playable with 8 players multiplayer online, or with 7 (surprisingly competent) AIs, or with some combination of the two. There is also a lengthy single player campaign, and a map editor. Kohan is also capable of generating random maps to play on.

Kohan: Immortal Sovereigns is the first game in the series. Kohan: Ahriman's Gift is pretty much the same game with new stuff and is the title I advise playing. However, if you want to see the whole campaign and story and such, start on Immortal Sovereigns.

Kohan 2: Kings of War is a pretty good game as well, just it's not as much of a nostalgia trip for me. Additionally, they made it so you can't just settle anywhere, you have to settle new cities on settlement points, which takes away some of the fun for me.

Kohan:IS, Kohan:AG & Kohan 2:KoW are $9 each on steam right now, so I suggest you either buy Kohan: Ahriman's Gift, or the Kohan War Chest, which is $18 and includes all 3 games. Note that this sale ends in a few days.

If some people pick this game up, we could play some large multiplayer matches. I like the politics of a Kohan game: treaties are signed, alliances formed, and broken, and what have you. Often times you fight your neighbor for so long and then the two of you have to work together to fend off a larger threat.

http://store.steampowered.com/sub/11141/

2
Games / Total Annihiliation : Spring
« on: July 28, 2011, 04:18:14 PM »
Total Annihilation : Spring


That's a nice army you have there



Total Annihilation is back, on the Spring RTS Engine. Total Annihilation is known for doing everything to the extreme: thousands of units can be on the field at once, in a game with dozens of players, as massive artillery shells leave craters in the map and towering super-mechs eradicate entire armies.

TA:S is completely free to play, and if you would wish to join us:
- Pick up Spring here: http://springrts.com/
- Join the Steam group here: http://steamcommunity.com/groups/BLTAS
- Let us know when you're around and would like to play, or join up when we start rounds (will be announced on the group page)


We also play a good deal of Supreme Commander 2.




More to come, stay tuned...

3
Modification Help / RkyRPG
« on: January 29, 2011, 11:56:48 AM »
Will update post more later, this is for my testers who need the GUI link.

http://www.mediafire.com/file/lqrvkmncj6wz659/Client_rkyrpg.zip

4
Modification Help / Mod Design Brainstorm [RPG harvesting]
« on: January 29, 2011, 11:26:00 AM »
Harvesting resources in Blockland RPGs has a long history of being tedious, flawed, and boring.
Basically since the times of AloRPG and I'm assuming long before that as well, the concept has been to hit a brick (usually a tree) with some item or another until it disappears, just to miraculously re-appear in a few seconds, for some sort of reward.

So the questions we want to attempt to answer with this discussion are such:
1. How can we make harvesting interesting?
 In mods that usually center entirely around grinding, this is usually the worst grind.

2. How can we curb AFK-collecting or make it less appealing?
 Preferably the latter, but failing all else in this topic, perhaps we can solve the former.

3. How should harvesting be structured?
 How many resource types do we need? What should they do? Where should they be?
 This is more about striking appropriate balances between the elements of your RPG rather than specifics. Should there be tiered resources, where after you master one type you move up to more valuable resources, or should there be a flat tree design? That sort of thing.

4. How can we inspire cooperation in harvesting? Should cooperation be necessary? Else, should there be more competition?
 Generally giving players a cooperative or competitive purpose increases interest levels. We should definitely look at this.

5. Any other points that may refine the area of resources and harvesting in Blockland RPGs.



Overall, it's a tough subject. The simplest method is easily the least interesting standard harvesting method, but moving beyond that is important for making good, solid RPGs.
Still then, we don't want to be lost in complexity, either.

Here are some of my concepts:

Harvest bricks are deleted on use.
- this way, AFK gathering is basically impossible. This is a little more complicated to put together, but is very effective. It also makes harvesting a little more interesting in that, the bricks aren't in the same place each time
- That is, assuming random generation as would probably be necessary to make this work. Alternatively, you can have resources be completely limited and thus the supply of bricks to harvest be constantly getting smaller. This is also more interesting, but it introduces some complex logistics issues.

Cooperative Purpose
- resource pools instead of or in addition to individual resource carrying can add cooperative purpose.
- when I ran Rock Raiders testing, the reinforcement of cooperation with the resource harvesting made the game a lot more interesting to players.
- on the flip side, the testing lacked danger or objective, which made the fun run dry after a while. These issues need to be addressed as well.
- in addition to the above resource depletion, inspiring cooperation in resource re-generation may be effective. One method would be to make it so regenerating resources in an area is a long task that many could help in.

Competitive Purpose
- player competition would help if we found stable, interesting ways to implement it.

etc


Feel free to post any ideas, concepts, criticism, what have you (as that is the purpose)

5
Modification Help / The Industrial Jungle
« on: January 14, 2011, 09:04:35 PM »
The Most Misleading Name
It's actually about medieval times!

IJ is, basically, a large, multiplayer board game where players fight for economic, political, and military dominance. Nations rise, fall, ragequit, and eventually rise again (because you aren't getting out of this addictive pit that easily you dirty whore)

You control any number of 'tiles'. Each tile produces certain amounts of 'resources'. Armies and buildings may be constructed with these resources. You must build an economic and military empire to stand the test of time.

Gameplay takes place in turns, each turn, your armies get their move points restored and your tiles gain additional resource income. It is a turn based strategy game where all moves are simultaneous and the turn ends automatically.

Progress Chart:
ItemMinorFunctionalMajor
Nations X
>Expansion X
>Reclaiming X
TurnsX
ResourcesX
>TransportX
>MovementX
ArmiesX
>ConstructionX
>MovementX
>CombatX
Buildings
>Construction
DiplomacyX
>WarX
>Alliances
Technology
Advanced Map GenerationX
>ElevationX
>8x8 modeX
>TreesX
>WaterX
>Mountains

GUI (V1):
http://mediafire.com/file/54tk1e0tbga70ql/Client_IJ.zip

Credits:
Truce- absolute life saver whenever I need to ask a question and realize the answer myself about halfway through typing it in steam chat

Drakorp- suggesting that the sheep should have more love and providing the proper name for THE RARE AND ELUSIVE CAMEL



Data Dump!

Unit Data (Jan 17)
Quote
$IJ_A_COUNT=1;

$IJ_A_name[$IJ_A_COUNT]="militia";
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=5;
$IJ_A_sdam[$IJ_A_COUNT]=2;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=10;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=10;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=20;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=0;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="spearman";
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=6;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=3;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=50;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=10;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=20;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=20;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="hussar";
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=6;
$IJ_A_sdam[$IJ_A_COUNT]=1;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=2;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=2;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=50;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=50;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=20;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="bowman";
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=5;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=3;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_offdam[$IJ_A_COUNT]=1;   //off damage = damage bonus when attacking
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_offarmor[$IJ_A_COUNT]=2;   //OFF ARMOR / amount resisted when attacking
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=100;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=10;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=30;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="merchant"; //5
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=4;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=3;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=0;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=4;
$IJ_A_cantclaim[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=250;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=125;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="trader"; // 6
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=2;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=3;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=0;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=3;
$IJ_A_cantclaim[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=100;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=50;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="menatarms";//7
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=10;
$IJ_A_sdam[$IJ_A_COUNT]=4;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=50;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=50;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=50;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=75;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="pikeman";//8
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=8;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=5;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_offdam[$IJ_A_COUNT]=-2;
$IJ_A_sarmor[$IJ_A_COUNT]=-1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=10;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=80;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=80;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=50;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="lancer";//9
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=8;
$IJ_A_sdam[$IJ_A_COUNT]=1;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=3;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=3;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=100;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=100;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=50;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="knight";//10
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=9;
$IJ_A_sdam[$IJ_A_COUNT]=3;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=2;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=2;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=150;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=50;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=75;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="crossbowman";//11
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=7;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=3;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_offdam[$IJ_A_COUNT]=3;   //off damage = damage bonus when attacking
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_offarmor[$IJ_A_COUNT]=2;   //OFF ARMOR / amount resisted when attacking
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=200;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=10;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=70;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="warelephant";//12
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=15;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=2;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=2;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=50;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=200;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=20;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"elephants"]=50;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="camelrider";//13
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=12;
$IJ_A_sdam[$IJ_A_COUNT]=2;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=2;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=-1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=3;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=150;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=25;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"camels"]=30;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="mameluke";//14
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=15;
$IJ_A_sdam[$IJ_A_COUNT]=2;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=3;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=50;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=200;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=25;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"camels"]=60;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="warsheep";//15
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=1;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=1;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=0;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=100;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=0;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"camels"]=0;
$IJ_A_COUNT++;


$IJ_A_name[$IJ_A_COUNT]="huskarl";//16
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=12;
$IJ_A_sdam[$IJ_A_COUNT]=5;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_offdam[$IJ_A_COUNT]=2;   //off damage = damage bonus when attacking
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=-2;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=100;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=100;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=75;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=75;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_cost[$IJ_A_COUNT,"camels"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="mercenary";//17
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=9;
$IJ_A_sdam[$IJ_A_COUNT]=4;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=2;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=25;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=25;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=75;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="horsearcher";//18
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=9;
$IJ_A_sdam[$IJ_A_COUNT]=0;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=3;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=1;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=1;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=-2;   //blunt resist
$IJ_A_offarmor[$IJ_A_COUNT]=2;   //OFF ARMOR / amount resisted when attacking
$IJ_A_moves[$IJ_A_COUNT]=2;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=150;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=0;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=75;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=20;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

$IJ_A_name[$IJ_A_COUNT]="brute";//19
$IJ_A_number[$IJ_A_name[$IJ_A_COUNT]]=$IJ_A_COUNT;
$IJ_A_hp[$IJ_A_COUNT]=9;
$IJ_A_sdam[$IJ_A_COUNT]=4;   //slash - infantry & cav mostly
$IJ_A_pdam[$IJ_A_COUNT]=0;   //pierce- archers mostly, polearms may have some
$IJ_A_bdam[$IJ_A_COUNT]=0;   //blunt - polearms mostly (cav have low resist to this)
$IJ_A_sarmor[$IJ_A_COUNT]=0;   //slash resist
$IJ_A_parmor[$IJ_A_COUNT]=0;   //pierce resist
$IJ_A_barmor[$IJ_A_COUNT]=1;   //blunt resist
$IJ_A_moves[$IJ_A_COUNT]=1;

$IJ_A_cost[$IJ_A_COUNT,"wood"]=0;
$IJ_A_cost[$IJ_A_COUNT,"stone"]=0;
$IJ_A_cost[$IJ_A_COUNT,"sheep"]=125;
$IJ_A_cost[$IJ_A_COUNT,"wheat"]=125;
$IJ_A_cost[$IJ_A_COUNT,"metal"]=0;
$IJ_A_cost[$IJ_A_COUNT,"horses"]=0;
$IJ_A_cost[$IJ_A_COUNT,"gold"]=0;
$IJ_A_COUNT++;

6
Games / [RTS] Total Annihilation: Spring
« on: December 18, 2010, 09:00:55 PM »
http://steamcommunity.com/groups/BLTAS

Total Annihilation, brought back. (also its free)

Quote
Pure Style: Total Annihilation is the perfect name for the game. It was TOTAL. Nothing about this game is half-ass: it's like a videogame apocalypse. You don't just order an attack -- you send in a WAVE of hundreds of units, a wall of steel death that will fill the screen with awesome-looking explosions for minutes on end. You can build a nuclear missile capable of destroying a screen full of units, but it's worthless to build just one: Typically, you send them over in batches of a dozen or more. Obscene? YES. That's Total Annihilation! Every game was non-stop action, carnage, and brutality at a level never seen before or since.


We're going to try to run some TAS games over the next few weeks. Leave a message in here if you're interested in showing up. If you don't know how to play, we'll show you. TA is of the 'easy to learn, hard to master' variety. Once you understand the general patterns and concepts, all that's left is experience.

The game starts with your Commander unit, which is a powerful attack mech which can construct a base and, by extension, an army.
The general opening move is to capitalize on nearby metal spots. Metal is one of the two resources of TA, and the most limited. Metal is only found at metal spots which are scattered around the map. Building an extractor on one of these spots provides a constant supply of metal (which never runs out) into your stores.
Energy, the second resource, comes next. Depending on the map and your position, different energy suppliers may be used. Solars are the most consistent of the energy producers-- constantly making 20 energy with no variance. Solars are large, though, and time consuming to produce. Wind power may be a viable alternative depending on the map's wind speeds. Wind generators are cheaper and faster to produce as well as smaller than solars. However, they generally produce less energy, or produce energy amounts that vary randomly (10-25, for example, though the range depends on the map).

Once you have a supply of metal and energy (though you want to constantly be expanding it), a factory is required to make additional units.
Units are divided into multiple categories and tiers.
Builders from the same category can make factories of their category.
Units of higher tier are stronger and more costly.
Generally, the more agile, fast and unlimited(as far as what terrain it can cross) a unit is, the weaker it is.
Kbots(mechs) can navigate rough terrain but are fairly weak overall. They have many situational purposes (for example, amphibious kbots, or wreckage resurrectors)
Vehicles require much smoother terrain but are generally stronger than kbots.
Ships are usually very strong but are limited to water.
Aircraft can navigate over any terrain and are fast and varied in their uses. Most aircraft are very weak, however only AA can consistently hit them.
Submarines are basically for anti-ship use only.
Hovercraft may cross land and water, and are a viable alternative to kbots/vehicles.

A factory may then produce more builders which can then produce more buildings and more builders and so on.

Below is (out-dated?)information on TAS and TAS downloads.

http://springrts.com/

Game listing:
http://springrts.com/wiki/Games


Games you should get

New Mod:
BOTA
Basically OTA
Basically Original Total Annihilation

www.springfiles.com/show_file.php?id=2594
Complete Annihlation: (http://trac.caspring.org/)
Balanced Annihilation NEW LINK (http://springfiles.com/show_file.php?id=2795)
XTA (http://www.springfiles.com/show_file.php?id=922)
Getting Started:
1) head to the Spring link up above and download Spring.
2) Download both Games(mods) listed above. Put in Spring/Mods folder or something to that effect.
3) Post here.
4) read this http://springrts.com/wiki/Balanced_Annihilation#Main_differences_from_Original_Total_Annihilation (scroll down)r

4 Note] Complete Annihilation has 2 types of builds that can be downloaded from their site, Build and 1FactionBuild. I'm not sure of the difference so get both for now.
5 Note] You may also want to pick up Chicken defense, a BA mod that is similar to tower defense. (http://springrts.com/phpbb/viewtopic.php?f=44&t=15579&sid=f86b1325fe007268fbe23210d413da76)
6 Note] Get these maps:  Aberdeen(http://www.springfiles.com/show_file.php?id=1290) and NanoArena (http://www.springfiles.com/show_file.php?id=466)


ABSOLUTE ANNIHILATION LINK FOUND
Also, download this or I'll brutally mutilate you.
http://www.springfiles.com/show_file.php?id=874
Extract into spring / mods

Then, extract this
http://www.mediafire.com/file/zk6etkezje78on8/otacontent.zip
into Spring / base






7
Modification Help / Starland
« on: October 17, 2010, 02:08:13 PM »
Starland

Starland's a new minimod I've been working on recently. The object is to work together with the other players and build a tower into the sky and, eventually, reach the starlands.

As the team ascends, they are assaulted by monsters which fall from the sky. Killing these monsters earns them build material which the team can use to build further.
The players also reach milestones, which earns them new weapons but ups the difficulty by spawning more, stronger monsters.
Milestone 10 is the starlands, where (for now) gameplay ends. Later versions will feature more gameplay after this point (most likely including giant boss battles).

The server's up now and I need testers.

I'll post some screenshots after the test session.

8
Games / Monopoly (Webopoly)
« on: August 16, 2010, 09:04:20 PM »
Trying to set up a round.


http://www.webopoly.org/

Name : Rkyland
Pass: BL


Join it! No signups required.

9


http://springrts.com/

Quote
Spring is a project aiming to create a new and versatile RTS Engine. It features:

    * Open source (GPLv2).
    * Multi-plattform (Windows & Linux, MacOSX in progress).
    * Written in C++, using OpenGL, OpenAL, FreeType2, DevIL, SDL, GLEW, boost, 7zip, Lua and streflop.
    * Very extensive Lua interface, allowing gameplay changes and custom (G-)UIs.
    * Large battles limited only by the power of your computer; support for up to 30000 units and up to 250 players.
    * Full 3D combat in land, sea and air, with realistic weapon trajectories (physics simulation engine).
    * Full featured lobby clients to easily play multiplayer games on LAN or online, with hundreds of players just waiting for you at any time. Including automatic game and map downloading, chat, friends list etc.
    * Complex 3rd party Skirmish AIs (Bots), supporting special game types and many Spring games and mods. They can be coded in Lua, C, C++, all JVM languages (eg. Java), and more languages can be added.
    * Several camera modes, allowing for anything to be viewed from almost any angle.
    * A powerful UI designed to minimize unnecessary micromanagement that is easily extensible via a Lua API.
    * A lot of third party widgets to improve the GUI, the gameplay and the visuals.
    * Many different Games, made just for Spring.
    * Hundreds of large and highly detailed maps in which to wage those battles in full 3D, with deformable terrain, forest fires, dynamic and reflective bump mapped water, and custom skies.



Game listing:
http://springrts.com/wiki/Games

Games of particular note (that is to say, games I am likely to host)
Complete Annihlation: (http://trac.caspring.org/)
Quote
CA is a regularly updated game that is often regarded as a showcase of what the Spring Engine can do. The game is designed with a flat tech tree, where the effectiveness of a unit is based on its appropriateness to the situation rather than lighter units being superseded by heavier ones.

Although CA is a game that uses OTA content, it is currently working towards being TA-IP free. If you like complex warfare this is Your Mod.

Balanced Annihilation (http://springrts.com/phpbb/viewtopic.php?f=44&t=22252&sid=f86b1325fe007268fbe23210d413da76)
Quote
BA gameplay develops in stages of progressively heavier units with a growing economy. Many strategies are viable in BA, including focusing on map control, aggression, defense, air power, sea power, or mobility. BA includes a voluntary cooperative mode where all units and resources are shared between coopers.

BA is the most popular game for the Spring engine and is designed for both 1v1 gameplay and large team games. BA is a mature mod and new versions feature only minor balance tweaks.

XTA (http://www.springfiles.com/show_file.php?id=922)
Quote
    Originally developed as a Total Annihilation mod by the Swedish Yankspankers, XTA is the Original Public Mod released with first versions of Spring. Development of this mod by the SYs has stopped a while ago, but it is still played and actively developed by the community.  

Getting Started:
1) head to the Spring link up above and download Spring.
2) Download both Games(mods) listed above. Put in Spring/Mods folder or something to that effect.
3) Post here.
4) read this http://springrts.com/wiki/Balanced_Annihilation#Main_differences_from_Original_Total_Annihilation (scroll down)r

4 Note] Complete Annihilation has 2 types of builds that can be downloaded from their site, Build and 1FactionBuild. I'm not sure of the difference so get both for now.
5 Note] You may also want to pick up Chicken defense, a BA mod that is similar to tower defense. (http://springrts.com/phpbb/viewtopic.php?f=44&t=15579&sid=f86b1325fe007268fbe23210d413da76)
6 Note] Get these maps: Battle Range (http://www.springfiles.com/show_file.php?id=77)  Aberdeen(http://www.springfiles.com/show_file.php?id=1290) and NanoArena (http://www.springfiles.com/show_file.php?id=466)


ABSOLUTE ANNIHILATION LINK FOUND
Also, download this or I'll brutally mutilate you.
http://www.springfiles.com/show_file.php?id=874
Extract into spring / mods

Then, extract this
http://www.mediafire.com/file/zk6etkezje78on8/otacontent.zip
into Spring / base









CURRENT SECTOR MAP



CURRENT BATTLE REPORT


ARM (left) and CORE (right)

A second ARM victory.

Given the landscape of the map, the middle quickly became a no-man's-land.
Each side constructed artillery and laser towers. In the end, it came down to a series of assaults with heavy tanks and kbots (mechs).
A good defense can be intimidating, but it can be easily broken. They provide area control and little else.



PREVIOUS REPORTS

ANOTHER GLORIOUS DAY IN THIS MAN'S ARMY.
ARM FORCES HAVE PREVAILED, THE DIG SITE IS OURS.

BATTLE REPORT FOLLOWS.

My (purple) forces moved along the rim, setting up defenses and bombarding Tay. I would eventually overrun him with tanks and move on to harm's base. I used T2 vehicles, favoring very heavy assault tanks, lightning tanks, and missile launchers.
Sheezy's (light blue) forces moved into the center, setting up cannons and fighting battles to win the resources there back from harm. He used T2 kbots (mechs) and many laser towers.
Tikitai's (red) forces move along the upper rim, making a base on the ledge and heavy mobile artillery to bust open harm's defenses. He used T2 kbots (mechs) and heavy artillery.
Harm (dark green) set up swarm-control laser turrets near the ledge, and pushed into the center for valuable resources. His base defenses consisted of multiple plasma artillery batteries and many Surface to Air Missile launchers. He used T2 kbots (mechs) and T1 vehicles, with a varied and strong defense.
Tay (pink) made his defenses further back from the ledge after a few early battles secured the position for me. He used T1 vehicles, favoring artillery and missile trucks, and was working on T2 vehicles when he was eliminated.

NOTE: because the CORE was outnumbered, they will be given the next attack. They may not attack the Dig site with this attack, however.



CORE: 9 planets
ARM: 11 planets
NEUTRAL: 3 planets

CORE PLAYERS:
Harm94
Tay
Wonder G
Slugger

ARM PLAYERS:
Rky
Sheezy
Tikitai
TheRock/Nuke
JJA0


(I'm going to decide my placement depending on which team gets who, in order to balance it, since I can play both well)

Pick a side.

How it works:
-Every day, a match will occur at a pre-determined time.
-Whoever shows up for each side represents them and plays for them (so long as there are even teams anyone can show up)
-Once you pick a side you stick with it. You may request a side change but only one.
-Defenders have the advantage in all cases because they have nothing to win. Expect resource bonuses or better map placement.
-The teams take turns picking which battle will be the next.
-Each planet corresponds to the map of the same name.
-The home world is shown with squares surrounding it on the map. If it is taken, the defending side is eliminated and the war is over.

Note for newer players: show up before the PREDETERMINED MATCH TIME or AFTERWARDS and we'll teach you how to play.
Note for everyone: the battlemap will be updated on the first post after each match.
Note for different timezones: I'm in american central timing. If you live across the big wide yonder ocean sea we'll try to run some matches to fit your schedule.

10
Games / Lead and Gold: Gangs of the Wild West
« on: May 21, 2010, 08:04:28 PM »
Quote
Lead and Gold: Gangs of the Wild West is a third-person shooter that delivers an intense team-based multiplayer experience. Relive the violent era of the Wild West with adrenaline-fueled action and fast-paced gunfights. Engage in gritty battles in beautifully rendered classic Western settings. Players will test their mettle in genre-specific game modes and levels tailor-made for satisfying team play.

Lead and Gold features the unique synergy system, which provides power-ups to encourage co-operation and team tactics. This system accentuates the frantic shooter and objective-oriented gameplay by rewarding players who focus on cooperation and play as a team.

Four playable characters with different strengths and weaknesses, adding depth and variety
A multitude of different game modes and settings, all with a distinct feeling of the Old West, providing increased longevity
Lead and Gold: Gangs of the Wild West uses the synergy system to reward players that play as a team
Game modes and mechanics are designed to be easy to underst



Just bought this on steam, going to try it out. Anyone else have this game?

11
Modification Help / Server Filter
« on: April 21, 2010, 03:58:54 PM »
The brute-force method of server filtering.

Includes support for the following tags:
RPG RP DM TDM SIEGE CTF
BUILD EVENT CITYRP SPACE
 MEDIEVAL WEST MODERN
FUTURE ZOMBIES CHALLENGE
 ARENA FIGHT FORT TRENCH
WAR ADVENTURE QUEST CLASS
RACE MINI SEA FLOOD FREE BOT


There are plenty of improvements to be made but for the most part I want to show a simplistic solution to this request-- filter the server names by keywords.

Directions:
-Server filter will appear when you open the join-server panel.
-Flip governs how the filter works-- by default, it is only including servers with the enabled tags. Press flip and it will include all servers without the enabled tags. If no servers show up when you open your server-joiner hit flip.

http://www.mediafire.com/file/zj0h1nmoz25/Client_ServerFilter.zip

12
Drama / Metal
« on: April 12, 2010, 07:42:30 PM »

Lets start at the beginning.

A long time ago, with the advent of the new TDM we know and love, I switched most of my Blockrace maps over to Control Point modes (I could abbreviate CP but we'd get derailed on "LOL CHILD research", this is why we can't have nice things) from Capture the Flag. The result was that the gameplay was much improved; fast classes were no longer dominant and players would see more of the battlefield (rather than camping on the flag spawn). There was only about one map for which CTF still had merit and I continue to do CTF on it, but for the most part everything from there forth was Capture Point.

Enter MetalMario. Apparently he was an avid fan of the CTF mode and he just wouldn't loving shut up about it.

Things were okay for a while save for a few small skirmishes with the fellow but eventually for some reason or another (I've chalked it up to getting tired of hearing him complain but I don't remember and cant find him in my banlist) he was banned, forever.

Recently though, he's come back with a new branding ("Metal") and has asked me to unban him saying that he's changed (where have we heard that before... hrm...).

Quickly, though, the conversation (because I wasn't paying attention) turns to him taunting me and spewing stuff everywhere. So much for change. The line of the day is that I'm too afraid of his "awesome dm powers" to let him in my server.

Now, I don't like to assume, folks, but I feel safe that I can assume that most of you who've been to my server would agree that I could beat him easily. My recent (last Saturday) 74 kill streak comes to mind, among other things (such as being the host and having no latency) come to mind. So I went back to ignoring him.

Today I start up my server, and two of his goons (see below) started making trouble in my neighborhood (I got in one lil' fight!), spewing the same stuff he spewed at me earlier, just typed worse. Now I don't know why anyone would watch the server list 24/7 for my server to pop up and why they would do it for such a person as Metal is, but this is just stupid. So much for change.

He also spammed some of my steam friends and got them to message me.
Also, in the second image, I think we can all agree that banning those ruffians makes me worthy of heroic rank 17.

So, that's a wrap. This has been my little piece on why Metal is a moron (which I'm sure most of you already know).

13
Off Topic / RE:Riddle I found
« on: April 11, 2010, 01:29:47 PM »
K so I made a script to test solutions endlessly
Code: [Select]
function servercmdSolveRiddle(%client,%loops){
//echo("FILL 1");
%koops=0;
%i=0;
while(%i<4){
%o=0;
while(%o<4){
%boxes[%i,%o]=1;
%o++;
}
%i++;
}

%solution = 0;
%y6=0;
while(%y6<%loops){
//echo("FILLIN");
%i=0;
while(%i<4){
%o=0;
while(%o<4){
%boxes[%i,%o]=1;
%o++;
}
%i++;
}
//echo("SCATTER SHOT");
if($debugrid){
%boxes[0,0]=0;
%boxes[0,1]=0;
%boxes[0,2]=0;
%boxes[0,3]=0;
%boxes[1,0]=0;
%boxes[2,0]=0;
%boxes[3,0]=0;
}else{
%k =0;
while(%k<6){
%x=getrandom(0,3);
%y=getrandom(0,3);
if(%boxes[%x,%y]){
%boxes[%x,%y]=0;
%k++;
}
}
}
//now check if it's the solution
//echo("CHECKING");
%row=0;%row2=0;%row3=0;%row4=0;%col=0;%col2=0;%col3=0;%col4=0;
%t=0;
%row=0;
while(%t<4){
%row += %boxes[%t,0];
%t++;
}
%t=0;
%row2=0;
while(%t<4){
%row2 += %boxes[%t,1];
%t++;
}
if(%row==%row2||%row==0||%row2==0){
%t=0;

%row3=0;
while(%t<4){
%row3 += %boxes[%t,2];
%t++;
}
%rnum=%row2;
if(%row2==0){
%rnum=%row;
}
if(%rnum==%row3||%row3==0){
%t=0;
%row4=0;
while(%t<4){
%row4 += %boxes[%t,3];
%t++;
}
if(%rnum==%row4||%row4==0){
%t=0;
%col=0;
while(%t<4){
%col += %boxes[0,%t];
%t++;
}
%t=0;
%col2=0;
while(%t<4){
%col2 += %boxes[1,%t];
%t++;
}
if(%col2==%col||%col==0||%col2==0){
%t=0;
%col3=0;
while(%t<4){
%col3 += %boxes[2,%t];
%t++;
}
%cnum=%col2;
if(%col2==0){
%cnum=%col;
}
if(%col3==%cnum||%col3==0){
%t=0;
%col4=0;
while(%t<4){
%col4 += %boxes[3,%t];
%t++;
}
if(%cnum==%col4||%col4==0){
announce("Solution!");
%solution=1;
}
}
}
}
}
}
//echo("DONE CHECKING");
%y6++;
%mesg="TRY:";
%yo=0;
while(%yo<4){
%yi=0;
while(%yi<4){
%mesg=%mesg SPC %boxes[%yo,%yi];
%yi++;
}
%yo++;
}
announce(%mesg);
announce(%row SPC %row2 SPC %row3 SPC %row4 SPC %col SPC %col2 SPC %col3 SPC %col4);
echo(%mesg);
if(%solution){return;}

}
}

It takes away 6 random circles and checks it.
I ran 20,000 tests and no solutions arose. I do believe this means it's impossible.

14
Modification Help / Code Dump
« on: April 02, 2010, 02:28:53 PM »
I'm going to release a bunch of mods as-is. Be forewarned that they have issues.

Mafia Mod
-http://www.mediafire.com/file/1m2dwmolyfm/Mod_Mafia.zip
-If you've played EpicMafia or any variant of the game, you should know what this is.

Blockrace
-http://www.mediafire.com/file/mmjqcgektte/Script_Blockrace.zip
-My old classes-TDM mod
-Note: messes with Too Far Distance!
- /toggleclasses to activate.
-http://www.mediafire.com/file/uhkzzzzjigm/BlockraceMaps.zip
-A bunch of my maps for this ^

New Creep Kill Weapons
-http://www.mediafire.com/file/i5tydjzdmmx/Weapon_NewCreepKill.zip
-Creepkill shotgun, creepkill explosive, creepkill stunt, creepkill smg
-These actually don't have many issues

ScaleXYZ
-http://www.mediafire.com/file/qu0lcdaaywm/Event_ScaleXYZ.zip
-Allows scaling of the three axis(axii?) independently in events.

Scavengers
-http://www.mediafire.com/file/mizoxljyinq/Script_Scavengers.zip
-my other class-based TDM
-/toggleclasses_scav to activate






15
Modification Help / RPGKIT 2.5 (Cont.) released
« on: March 28, 2010, 03:18:46 AM »
Topic was too old.

I released the script. Scroll down.

Quote
New RPG- Fallos

Fallos directly takes from Fallout 3 to provide it's background because I'm lazy and it's a change of pace from the medieval sort of RPGs. The gameplay represents a RPG-TDM more so than it does a standard RPG. Factions fight for territorial control, as well as fighting numerous bots of the enemy faction and roaming monsters.

More details to come.

The Closed Beta for this is open for recruits. Contact me here or via PM or ingame for details.


RPGKIT 2.3
Building directly off of WOB, I'm on the path to 2.5. Updates include:
-Improved Weapon system
 -possibility for thousands of weapons using only 3-10 datablocks.
 -Numpad keys switch weapons now (previously you had to open your inventory and etc etc.)
 -Various new factors.
 --Inherited velocity is modifiable.
 --Weapons can use other items as ammo.
 --They can use a reloading system.
 --Moving accuracy. Weapons can be more accurate when you are standing still.
 -Soon to come (2.5): Damage range falloff, forward start for long range weapons.

-Skill system
 -You may obtain skill points and put them into skills, which then improve your accuracy and damage with weapons.
 -Skillbook items.

-Inventory improvements
 -Retooled stacking so it actually works
 --That is to say, you can have 100 .44 caliber bullets take up 1 spot instead of 100 in your inventory.
 -Items may have a specific sub-type that separates it from other items of the same type in your inventory.

-Item, Skill, and Monster creation streamlined.
New weapon:
Code: [Select]
CreateRWep_Start("dblshotgun","Double Barrel Shotgun","dblshotgun","rpggunimage","[BETA]Ye olde Double Barrel Shotgun. Power: 6-12 Speed: 0.1");
CreateRWep_Values("dblshotgun",200,2,0.1,0.40,1.00,65,50,3,130,0.1,6);
CreateRWep_Bonus("dblshotgun","shotguns","melees","explosives");
CreateRWep_Reload("dblshotgun",2,3000,10,1,1,0,"shotammo",6);

New Skill:
Code: [Select]
CreateSkill_Stat("pistols","Pistol skill helps you utilize pistols.","skill",100);
New Monster:
Code: [Select]
CreateMonster_start("raider",20,0,"3 4 3 2","raiders");
CreateMonster_combat("raider","hammer",1,1,"0 0 0",1,"1 1 0",33);
CreateMonster_drop("raider",33,2,7,"11mm 10 11mm 10 11mm 10 11mm 10 hammer 20",0);
CreateMonster_appearance("raider","headskin","chest","rhand","lhand","rshoe","lshoe");
WOB_monstersetcolor_head("raider","50","77","51","85","66","66");
WOB_monstersetcolor_chest("raider","50","50","50","30","30","30");
WOB_monstersetcolor_hands("raider","50","77","51","95","66","66");
WOB_monstersetcolor_shoes("raider","20","27","21","25","26","26");


So I'm well on my way to 2.5 Right now I need to update the monster script to work with the new weapon system.



Remember when we were all working on RPGS?

Good times.















Anyways here's the entire script (as in, RPGKIT, the mod files, everything) for this mod.
2 Condition:
1) don't complain about the shoddyness/incompleteness of the code involved
2) don't complain when it doesn't work when you do something stupid
Fallos (2.5) (Fallout)
http://www.mediafire.com/file/5yyzw2nwyjy/FallosCode.zip

WOB (2.4) (Medieval)
http://www.mediafire.com/file/mwmdyiwyfuh/WOBCode.zip

Client (all)
http://www.mediafire.com/file/mjkmzzxjy5e/Client_WOB.zip
http://www.mediafire.com/file/mnvnjtzttnd/Client_lister.zip

Server (all) NEW - if you don't have this, get it.
http://www.mediafire.com/file/zzooznomrzo/server_lister.zip



This won't work off the bat so you'll have to do some rudimentary setup (extract to a folder with proper naming and stuff) to get it running. Use what you want from the scripts and feel free to ask me questions here.

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