Posted: Sat Nov 16, 2013 9:10 pm Post subject:
DTA Lives - 1.12 Progress Update
Subject description: Revealing some information about DTA's current state and its future.
It's been a long time since the last update. My latest news post was 16 months ago, and that's way too long of silence in my opinion. During the time we've mostly posted new maps, and we've also had some breaks when we haven't posted anything for multiple months; maybe some of you have even thought of DTA being dead. Well, that's far from true.
In the meanwhile, we've actually made quite a few discoveries about the engine in addition to adding more maps into the game. Implementing these discoveries has taken a bit of time - but we believe they're certainly worth it. You'll see some of those below.
Graphically, one of the more important changes is what you see in the pictures above. That's right, we've converted TD's water animations for the TS engine. That includes not only the basic water animation, but also all other water-related things like water cliffs, shores and rivers.
For gameplay, there's a lot of improvements as well. Units with overlapping roles have been tweaked, the AI isn't that insanely difficult on Medium (AKA AI Level 1) anymore offering a much more balanced experience for most players, while the Level 2 AI has again been made stronger providing a very nice challenge for the most experienced players (especially on Comp Stomp -- getting slaughtered together with your friends is much more fun than getting slaughtered alone!). Talking about the AI, I might as well add that the AI is now also able to use ships (click on the image to view it in its usual size):
The teleporter system in Comp Stomp maps has also been replaced with a completely new system, leaving no dependence on the player manually entering their MCV into the teleporter. Instead, there are no teleporters; right in the start of a Comp Stomp game your MCV will automatically fly into your real starting location (engine wise, this is done with some scripting on friendly invisible carryalls). We have also added text triggers for convenience to people who haven't played DTA or Tiberian Sun before and as such don't know the hotkeys. See the image below for a demonstration.
There's also a very large surprise incoming with 1.12 which we won't reveal yet. It has actually taken most of the development time for 1.12, and with the long development time, you can expect it to be something fairly big. I can only say that 1.12 will really extend the game - in an awesome way
The release isn't far away anymore. We won't discuss strict release dates, but expect 1.12 to be here soon. In the meanwhile, we will continue posting updates like maps and other content changes until we are ready for unleashing the next major version of DTA. Before that, you can still enjoy the very polished 1.11 which offers plenty of fun and which has been downloaded about 20,000 times as an estimate during its almost two-year long lifetime. _________________ CnCNet Client | CnCNet TS patches | More Quality-of-Life Improvements for RA Remastered
My prediction is right. There will be 1.12 of Dawn of Tiberium Age and ohhh that MCV is knocking my socks off I don't know how you guys do it with CNCnet or something, either way, anyway, thanks for the AI brutality reduction in AI Level 1 Ramp, I find it difficult to compensate during the fight. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Sun Nov 17, 2013 1:39 am Post subject:
yeah his discovery gave me some ideas too.
It's convenient that the comp will immediately deploy their MCVs, so that the carryalls will only grab the human players _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
It's part of a work-around to possibly give GDI and Nod separate construction yards with their faction logos on them like in some of those TD beta screenshots, but I haven't found any good source images to rip the art from yet. _________________ QUICK_EDIT
Yeah, Nyerguds linked me to that one earlier today. I tried to recreate it, but then realized I couldn't maintain the correct perspective for the Nod logo when the hatch opens, so I'll probably need assistance from a 3D modeller (so I'm not sure if this'll make it into the release). _________________ QUICK_EDIT
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