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Wasteland, the Clanwars (reworked) #197547
10/13/06 13:34
10/13/06 13:34
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Wasteland, the Clanwars (reworked)




The Demo: (the link is beeing used for future demos, I will insert the demo here by time)
wasteland demo
link to the website
wasteland.at


Wasteland, The Clanwars:

(This is a total rework of the previous version.)

Wasteland is a Realtime Strategy Game
set in the dark time after the Apocalypse.

Humand Kind fougt a senseless war in the 20th century,
wasting the planet with nuclear Fallout.
Now, 109 years later, the human race rebuild itself
in some places. Living in a desolate wasteland, scavanging the
remains of what once was.

New Clans and dwellings arose out of the homeless tribes of the
last decades.
New and powerfull cities and trading-clans emerged. But the
vast deserts are still a non forgiving place.


Unit types:

Infantry:

Scavanger: the workforce og the dwellers, collect Scrap, Oil and Build Structures

Trooper: Main infantry unit, equipt with a saml automatic gun

Flame: Devastating infantry unit, weilding a FlameThrower

Angel: Passive unit, healing wounded infantry

Shadow: (to be anounced)


--------------
Vehicles:

Trike: Cheap and fast vehicle, for scouting

Buggy: A vehicle, build up by scavanged reamins of cars, effective in ground and Air combat.
2 ruthless mercenaries operate this vehicle.

Pounder: (to be anounced)


--------------
Air units:


Glider: A small gliding Airunit, effective against infantry

Cargo_balloon: An airborn transporter, to quickly load in and drop Groundunits


Observer: (to be anounced)

Nova: (to be anounced)

Zeppelin: (to be anounced)


-------------------

Special Units:

Raider: a close-combat unit weilding a sharp dagger,
can only be hired

Grudge: (to be anounced)





The resources in the game are:


Scrap (rusted metal, wood, brokend parts of the beforetimes)
Water (pumped from deep fossil watersources, required to survive in the desert)
Oil (pumped from old ramains like Gas-Stations and Industry of the beforetimes)


Stay tuned for more updates, and some Demos to test the gamplay.

here the old A5 demo:

clanwars.zip
122 Comments
Re: Wasteland, the Clanwars (reworked) [Re: Dima] #197577
10/15/06 21:04
10/15/06 21:04
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
Ok, this was due to the unitlimit,
I drained the resources before checking if there is
space free,

i increased the unitlimit now, as this used be limited for the multiplayer part.
(this includes AI units not only playerunits)

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197578
10/15/06 22:01
10/15/06 22:01
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
Ok, here again another version.

There is a tooltip text now included to see the
builduprequirements for units/buildings

The thing with the wrong buildup / mising buildings should be fixed

Please post Bugs.

wasteland_clanwars_prototype.zip


pS: oops: my quickbuild cheat is still on .. well
makes the game a bit easier..

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197579
10/15/06 23:44
10/15/06 23:44
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
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PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
The build cheat is kinda cool hehehe ... still having problems with running out of scrap though It's like 47 and then I can't buy a scavanger anymore I desperately need the option to sell buildings hehehe .. I had 3 water wells, 2 oil pumps, 2 HQ's, 3 barracks and two bunkers..

Btw, I've found a bug. Click on a scavanger -> click to build something -> select and place the building -> when building is done click something else from the build menu (without moving the unit inbetween) -> select location -> the scavanger won't move and start building.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197580
10/15/06 23:52
10/15/06 23:52
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
I can confirm that bug,
the scavanger seems to stick to his
buildupcommand after the building is finished. This is not for every scavanger though.

There is about 10000 scrap on the map.
(did you see the other 2 piles?)

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197581
10/16/06 00:24
10/16/06 00:24
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
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Joined: Sep 2002
Posts: 8,177
Netherlands
Yes, I've seen the two piles more to the middle of the level. Infact, I was building my second oil pump there.

After some time, the scavangers also went to those piles of scrap automatically. (After I've discovered that scrap, it took some time, not sure if the piles of scrap near the start position were depleted.)

I don't think the total amount of scrap is the problem. Perhaps I'm just not good at this game yet, however I do think you can get easily overrun.

You need scavangers to get scrap, when all scavangers are killed and your gathered scrap is too low, then you're uhm out of luck. Being able to sell some buildings could solve this problem, perhaps even spawn some troopers or scavangers after having sold the building you've selected to sell...

I will play it some more, and give some more detailed hints on my problem, I'm not saying it's too difficult, it just lacks something to get it more balanced.

Edit:

I can win the game, without making any vehicles ... I made 13-15 scavangers, had build up two armies of about 10 troopers + 1 medic or 2 flamers.

Still while building the required buildings, like for example the 6 water wells, the scrap amount never exceeds about 200. This means you'll never be able to buy trikes or buggys, also the oil takes a lot of time to even reach the 500 required for 1 vehicle. I choose to attack the waves before they went to my base. This works, however staying and defending your base instead, because you're building up your base, was what I was doing before.

When using the latter technique it's not very easy to win, infact, most of the time, your army will be destroyed and scavangers will be mostly be destroyed too. Since the scrap doesn't reach anything higher than 200 this will mean that in a last attempt to defend the base choosing either scavangers or troopers won't matter. They will get killed just the same. Troopers can't withstand the wave of enemies and the scavangers won't survive as long as even 1 enemy is alive, even if they can attack.

Like I said, this is when your scrap is about 200 and your army is destroyed ...

Cheers

Last edited by PHeMoX; 10/16/06 00:50.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197582
10/16/06 00:37
10/16/06 00:37
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
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Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
its just a prototype map after all, not balanced
its just to test the gameplay, and how the procedures work together.

Especially in RTS there is a big diffience in playerskills,
so I will implement a level of difficulty too.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197583
10/16/06 00:43
10/16/06 00:43
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
perhaps you should make blown up vehicles drop small amounts of scrap, and have places where scrap builds up slowly so you never get completely stuck?

Re: Wasteland, the Clanwars (reworked) [Re: lostclimate] #197584
10/16/06 00:53
10/16/06 00:53
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Just to clearify something. The total amount of scrap doesn't matter, that's perfectly fine.

It's more when you run out of gathered scrap and your scavangers are all dead.

I know in most RTS games this simply means game over, however it feels kinda strange when you've got, like, a lot of buildings but can't sell them to get some extra scrap/resources ...

As for the test level, I think it's great, I understand it's not fully balanced yet nor the difficulty settings are set, however needing a constant amount of about 15 scavangers is kinda too much don't you think?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Wasteland, the Clanwars (reworked) [Re: PHeMoX] #197585
10/16/06 01:06
10/16/06 01:06
Joined: Jan 2003
Posts: 4,305
Damocles Offline OP
Expert
Damocles  Offline OP
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Joined: Jan 2003
Posts: 4,305
Or i let them convert to raiders
(close combat unit, if they are not needed anymore)

But whenever the game progresses, it is a much longer game,
where you need constant supply of scrap,
with the scrapfiels spread around the map, so you have to move around.

Maybe I implement selling a building, for 30% of the inputscrap.

Re: Wasteland, the Clanwars (reworked) [Re: Damocles] #197586
10/16/06 01:18
10/16/06 01:18
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
As long as you can buy 1 scavanger from a building sold I think it'll be fine. Only problem would be, the enemy is attacking your base at the moment you'll run out of scavangers hehehe lol! Anyways, I'm looking forward to testing this game some more, it's already very fun to play,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
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