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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.
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!
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so i try to play single player and when it is loading it crashes and says spring.exe has stopped working Spring Unhandled exeption :( can anyone help? i looked on the forum but couldnt find anything
why are you keep crashing spring :(
this looks like supreme commander =P
might give it a go
In terms of scale and gameplay, it is much much faster than supreme commander. I keep telling people that this is as close to s twitch RTS as you will ever find. But the fact that it is so twitchy is one of the things that makes it so fun :-)
"Northern Coalition"
you're really, really going to want to change that. There's a real northern coalition in EVE (thousands of players) and they arent happy when people steal their name.
No need, that is fluff in the storyline, and the northern coalition ceased to exist long before the events of present day evo. The second faction that is in the works is homeworld stumbling upon their "long lost bretheren" and of course, bitter war ensues and gives the outer colonies a reason to stop killing each other.
That does make some sense, and it is really cool that you are not charging anything, this would be a really good way to get your name out there !
I really hope that any games you make after this have a price, simply because you can get more people to help out on the project, and make a better game. When this game is finally done, it would be really nice to see a sequel with a mid sized team working on it.. Because I don't want to wait another 5 years for another great game from you! =)
I wish this had been asked in the forum as I am limited to 2k characters here, but I'll do my best...
The answer to that is a very long one, so I'll give you the abridged and short version. I started out Evo as a hobby. Originally I did _everything_ myself. Models, textures, animations, etc etc etc. The models were awful and the textures were lolz, but I thought I had a good concept. I spent about 2 years working on it. Then KaiserJ came along and offered to model all the units in Evo. I about had a heart attack. Of course I jumped on the offer quicker than a priest on a small b--... You get the idea. Well the gameplay still wasn't fleshed out. I'd spent 2 years on it and I kept having to go back to square one. I had various guys doing some lua code here and there for me, helping out, but the only other person that ever stuck with me was KaiserJ. Jay Sound of gameimpactaudio did some soundwork for us as well, but even that faded. So basically, it kept coming back around to just me. Oh sure, i could get help when i really really needed it, but it all kept falling to me. Anyway, fast forward to when all the models for the first faction of the game were finished. By then, I had very clear ideas of what I wanted the gameplay to be like and most of it implemented. Fast forward again to today, and it is exactly as I want it. To say that I am proud would be quite an understatement, but please understand that I had a LOT of help when I reached critical junctures where I was totally screwed.
So now, to answer your question... Why is it free?
Well, in it's simplest form, I always said it was going to be free and I stick to my word. Also, I love it and I want others to be able to enjoy it. It's a full fledged game, with excellent graphics, stellar gameplay and it's cross platform. That should be fairly compelling. Would it be nice to get a couple of bucks for it? Sure, god knows I could use the money too. Ohloh calculates that the project cost is 1.1 million, and that's only off of 1 year's worth of commits. I have been at this for 4.5 years, so do the math from there. Yeah, you bet your *** I wish I was getting something for it, but like I said, I stick to my word. There is still another faction in the works for the game, and I'll be posting artwork on the site ( Evolutionrts.info ) and here along with updates, but of course as long as the current iteration of the game needs updates those will be coming along too. If you installed the game you might notice that there is "Stable" and "Test". Stable is an actual version. Like the current version is 1.6. Stable and version are more or less interchangeable. Test works like starcraft2's public test server or whatever they call it, where you can preview stuff, except in this case, test contains up to the minute what I am working on. Via the test branch, if you were so inclined, you would be able to see the new units for the new faction as I finish them and put them into game. Et cetera.
Straying back on topic, I will be putting a donation button on the site sometime in the coming months, so that people can give some money if they feel that it's worth it. That will mainly go to pay for server costs and such. The other facet of if the game cost money... How on earth am I supposed to divvy up the proceeds? I've had a lot of coding help over the years. Of course, my time spent utterly dwarfs anyone else that has helped me combined, but what am I gonna do, give 1% of proceeds to 30 different people (I'm just pulling random numbers out :-))? Hehe, from that perspective hopefully it makes more sense.
Tbh, what I would vastly prefer to any payment, is simply that you play the game. Tell your friends, get them to play it, and help me build an active community. Try as I might, I am one guy, and working on this game doesn't pay any bills, so there is a limit to what I can do, and tbh I currently push that limit ridiculously far. But yes, help me build a community. To me, that would be worth more than any amount of money (unless you happen to have a few mil lying around, in which case we might need to have a chat ;-P ).