A new war is brewing. A violent conflict, between the Six Colonies, each one convinced that it was in the right, each one sure of its own ability to defeat its enemies. But they need Generals. They need soldiers. They need you.

Image RSS Feed Latest Screens
Issuing line formation move orders A heavily fortified base The new, New Iammas
Blog RSS Feed Report abuse Latest News: Evolution RTS v3.4 released! GUI Improvements, New Balance, New Range Indicators

0 comments by Forboding_Angel on May 7th, 2012


You might wonder what happened for v3.0 – v3.3 .. Heh, funny story about that. SVN had some conflicting issues that I had to resolve before I could release. Unfortunately it took several tries before I finally fixed it. Moreover I discovered a little “gotcha” the other day.

Well, discovered is the wrong word. Remembered would be a bit more accurate. There is a data file that holds all GUI information. This data file is updated every time you run the game. I used to delete this file upon every game start, but a while back I change it so that there was no need (or so I thought).

Then I changed the GUI defaults again. Unfortunately because the old data file is still around you wouldn’t see any change. I have since changed this behavior and submitted the change to Desura, so you should see the new GUI changes in a day or so.

I discussed the new balance changes some time ago, but I feel that some rehashing would be beneficial:

Evolution RTS has been completely rebalanced using a new formula that makes much more sense. The units still do the same job as before, but now it has been balanced according to the way it was already set up. The end result is that the game is a lot more clear cut and easy to understand.

 Lets just do a really quick rundown:

Piercing Damage:
 Now does a lot less damage to more lightly armored units. This is based on a semi-realistic principle and an armor piercing round would punch a hole but not necessarily do any real damage. Thus it is scaled as such. The deviation is of course economy structures, but that is based upon the idea that an armor piercing round going through delicate equipment would cause no end of damage.

Light Damage:
 Now light damage is actually predictable. It does 1:1 vs light armor and degrades vs heavier armor. As you can see from the chart, it is also rubbish vs buildings.

Medium Damage:
 Also much more predictable. Puts the hammer down on light armor, does 1:1 vs medium armor, and half damage vs heavy armor. Not much good for destroying buildings.Note: Light and Medium damage suck vs buildings, but obviously if you level enough firepower at something it will fall eventually.

Explosive Damage:
 Explosive damage only takes a 50% deduction when impacting light armor. Based upon the theory that an HE round might penetrate light armor enough to do some damage. Predictably degrades vs heavier armor. From looking at it’s damage vs buildings, and simply the word ‘explosive’ denotes that explosive damage will be good vs buildings.

This is MUCH easier to understand and to explain.Relevant wiki article (Notice the new damage chart): Wiki.evolutionrts.info

Spreadsheet for this chart is here: Goo.gl

Then moving further, there is the addition of the custom rings widget:Thanks to CarRepairer, Regret, and Niobium, I have a new widget that allows me to display ranges of things. So the ORB’s repair graphic will be replaced with a simple green ring. This is good because no more massive lag when you select 5 or 10 of them. Additionally, things such as buildrange and Energy Core collection range are defined, and a TON of other stuff.

Enjoy!

Media RSS Feed Latest Video
Comments  (120 - 130 of 133)
bobthedino
bobthedino Nov 15 2010, 10:51pm says:

Needs more battle screen shots.

+2 votes     reply to comment
Forboding_Angel
Forboding_Angel Dec 28 2010, 4:50am replied:

Yeah, I know :-(

+2 votes     reply to comment
Azronus
Azronus Aug 8 2010, 3:54pm says:

A foreboding story...Seems very similar to the way OUR History is going...Ah well, me reading into the lines again. Sounds(and looks) like a great game. Defiantly tracking and letting my friends now of this.

+1 vote     reply to comment
Cybio
Cybio Apr 8 2010, 10:34am says:

Tracked =)

+2 votes     reply to comment
SgtCbb
SgtCbb Feb 14 2010, 8:01am says:

Newer was alive... lets pray

+1 vote     reply to comment
thunderising
thunderising Feb 14 2010, 12:58am says: Online

tracking and in wait for a alpha

+2 votes     reply to comment
Forboding_Angel
Forboding_Angel Mar 15 2010, 5:35am replied:

Actually we're skipping alpha and going straight to beta, which will be fairly soon. I'll be making a newspost about it when it's close. Which won't be too far away now.

+2 votes     reply to comment
Lt.SnoWolf
Lt.SnoWolf Jan 1 2009, 4:34pm says:

Is this SP or MP only??? Cause i keep getting owned apperntally C&C tactics dont work with any spring game except light tank rush.

+2 votes     reply to comment
Forboding_Angel
Forboding_Angel Oct 4 2009, 9:19pm replied:

It can be played in single player, but the AI's are pretty simplistic. It is mainly intended for multiplayer games.

+2 votes     reply to comment
Robots!
Robots! Jul 26 2008, 7:37pm says:

heavily devoloped story

+2 votes     reply to comment
Post a Comment

Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.

Track this game Profile
Icon
Evolution RTS
Platforms
Windows, Linux
Contact
Send Message
Official Page
Evolutionrts.info
Release Date
Released May 22, 2011
Game Watch
Track this game
Share
Community Rating

Average

8.6

83 votes submitted.

You Say

-

Ratings closed.

Style
Genre
Real Time Strategy
Theme
Sci-Fi
Players
Single & Multiplayer
Project
Indie
Boxshot
Boxshot
Statistics
Rank
648 of 6,695
Last Update
2 weeks ago
Watchers
407 members
News
15
Tutorials
3
Reviews
18