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mfcti

Former Developer
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Everything posted by mfcti

  1. mfcti

    Mf conquer the island

    I sent the last beta to most of the major sites (including the one listed above) last week but nothing so far. Perhaps it is a media blackout...;) The next version will probably take a little longer as I am still finding plenty of bugs to spend time on. I have added a few new features, though. Here is what was added recently: -Ambulances -Fuel trucks -Field hospitals I have plans for adding the Resistance but that will probably happen after the beta is complete. Here is what I had in mind. The Resistance would start at one or two randomly placed bases. The more towns that are taken over by the east/west the more money is given to the Resistance from discontent civilians. The Resistance could buy troops and light vehicles. Perhaps even a mechanic's truck that could repair a destroyed vehicle. I have no plans for balancing the Resistance. They will probably fight the losing battle and that side should be played by the most experienced players who want a challenge.
  2. mfcti

    Mf conquer the island

    I sent the last beta to most of the major sites (including the one listed above) last week but nothing so far. Perhaps it is a media blackout...;) The next version will probably take a little longer as I am still finding plenty of bugs to spend time on. I have added a few new features, though. Here is what was added recently: -Ambulances -Fuel trucks -Field hospitals I have plans for adding the Resistance but that will probably happen after the beta is complete. Here is what I had in mind. The Resistance would start at one or two randomly placed bases. The more towns that are taken over by the east/west the more money is given to the Resistance from discontent civilians. The Resistance could buy troops and light vehicles. Perhaps even a mechanic's truck that could repair a destroyed vehicle. I have no plans for balancing the Resistance. They will probably fight the losing battle and that side should be played by the most experienced players who want a challenge.
  3. mfcti

    Mf conquer the island

    I wanted to thank everyone who has mirrored the latest version. While many old bugs were fixed there were also some new ones. I have fixed most of the new ones and will release a new beta after I do some MP testing. Here are a few new features and bug fixes: -Fixed zero divisor bug for salvagers. -Fixed bug where a side would sometimes start in the water. -Added costs to personal loadouts. -Added 'ALL' to AI team selection on the command menu. -Added Miners and LAW/RPG soldiers to east and west. -Made AI commander build MG, Miner, and Medic troop types for east and west. -Made AI commander build a larger range of helicopters for both sides. -Made AI commander chance of building units greater if there is an excess of resources. -Salvager travel range increased. I am still trying to balance the AI until I get a difficulty that most people think is just right. Remember to enhance an AI side so it's income is not starved when playing a co-op against it.
  4. mfcti

    Mf conquer the island

    I wanted to thank everyone who has mirrored the latest version. While many old bugs were fixed there were also some new ones. I have fixed most of the new ones and will release a new beta after I do some MP testing. Here are a few new features and bug fixes: -Fixed zero divisor bug for salvagers. -Fixed bug where a side would sometimes start in the water. -Added costs to personal loadouts. -Added 'ALL' to AI team selection on the command menu. -Added Miners and LAW/RPG soldiers to east and west. -Made AI commander build MG, Miner, and Medic troop types for east and west. -Made AI commander build a larger range of helicopters for both sides. -Made AI commander chance of building units greater if there is an excess of resources. -Salvager travel range increased. I am still trying to balance the AI until I get a difficulty that most people think is just right. Remember to enhance an AI side so it's income is not starved when playing a co-op against it.
  5. mfcti

    Mf conquer the island

    At the time of this posting it doesn't look like the new version has made it to any sites. If you would like to put it on your page let me know and I'll send it your way. The AI commander messages should not show up in the hintbox anymore on the latest version. The salvage truck zero divisor error has also been fixed. There isn't any relation to the Conquest project, though when I first saw the preview on it I had no idea I would be eventually creating my own...;) I've started to add a few new features into the next version. I'll add miners to the list.
  6. mfcti

    Mf conquer the island

    At the time of this posting it doesn't look like the new version has made it to any sites. If you would like to put it on your page let me know and I'll send it your way. The AI commander messages should not show up in the hintbox anymore on the latest version. The salvage truck zero divisor error has also been fixed. There isn't any relation to the Conquest project, though when I first saw the preview on it I had no idea I would be eventually creating my own...;) I've started to add a few new features into the next version. I'll add miners to the list.
  7. mfcti

    Mf conquer the island

    I don't have a site but I sent it to all the major ones. Hopefully they will post it soon.
  8. mfcti

    Mf conquer the island

    I don't have a site but I sent it to all the major ones. Hopefully they will post it soon.
  9. mfcti

    Mf conquer the island

    I've just released v0.98I. There are two versions: public server and standard. Here are the extra features for the standard version (requires a small addon): -Custom building icons. -Building labels (west barracks, east control center, etc.) -Varying armour ratings for building structures. -AIs seek out and attack the enemy base. -Mobile HQs with more armour and speed. And these are the features for both versions: -Improved game balance. -Better AI. -Commanders can lock/unlock the MHQ. -A few extra loadouts for players. Optional parameters: -East and/or west enhancement: Increases starting income and allows full income from a town without occupying it (just take it). -Increased income: Income gained is increased by 50%. -Weather: Generates random weather. -Night mission: Starts the game at night. -Accelerated time: Allows day and night missions. More features are planned for the next release.
  10. mfcti

    Mf conquer the island

    I've just released v0.98I. There are two versions: public server and standard. Here are the extra features for the standard version (requires a small addon): -Custom building icons. -Building labels (west barracks, east control center, etc.) -Varying armour ratings for building structures. -AIs seek out and attack the enemy base. -Mobile HQs with more armour and speed. And these are the features for both versions: -Improved game balance. -Better AI. -Commanders can lock/unlock the MHQ. -A few extra loadouts for players. Optional parameters: -East and/or west enhancement: Increases starting income and allows full income from a town without occupying it (just take it). -Increased income: Income gained is increased by 50%. -Weather: Generates random weather. -Night mission: Starts the game at night. -Accelerated time: Allows day and night missions. More features are planned for the next release.
  11. mfcti

    Mf conquer the island

    To address the problem of very long games I've added an option to increase your income by 50%. Furthermore, you can choose east and west enhancement. This will allow you to receive full income from a town without occupying it (you still have to take it over). If you combine these options resources are acquired at a greatly increased rate.
  12. mfcti

    Mf conquer the island

    To address the problem of very long games I've added an option to increase your income by 50%. Furthermore, you can choose east and west enhancement. This will allow you to receive full income from a town without occupying it (you still have to take it over). If you combine these options resources are acquired at a greatly increased rate.
  13. mfcti

    Mf conquer the island

    I'll probably release the next beta on a different map. At this point there will be two versions: standard and public server. The Public server version will have no addons therefore allowing anyone to jump in and and play with no special files. However, the AI in the public server version will not attack buildings. Here are some of the features I have finished: -Targettable buildings with proper names (East Barracks, etc.) -Custom structure icons on the map. -The MHQs are now labelled as such and have more armour. -The MHQ can be locked/unlocked by the commander to prevent stealing. -AI builds helicopters and a larger variety of ground vehicles. -AI attacks enemy buildings on sight. -Parameters can now be set for different game properties. -Accelerated time for day/night sequences (still debugging). -Random weather. -Night missions. -East or West enhanced (increased income for a side, useful to give the AI if playing a co-op against it). -Town incomes have been increased slightly to decrease the length of a game. -Prices have been balanced a little more. -Commander no longer has to be killed. If the MHQ and base is destroyed the game ends (hunting down the commander was a bit tedious). -Plenty of bugs to keep me up all night..;) Next on my list is to add some scouting routines so that the AI will try to actively find your base. After I have finished that and a few bugs I'll release the next beta.
  14. mfcti

    Mf conquer the island

    I'll probably release the next beta on a different map. At this point there will be two versions: standard and public server. The Public server version will have no addons therefore allowing anyone to jump in and and play with no special files. However, the AI in the public server version will not attack buildings. Here are some of the features I have finished: -Targettable buildings with proper names (East Barracks, etc.) -Custom structure icons on the map. -The MHQs are now labelled as such and have more armour. -The MHQ can be locked/unlocked by the commander to prevent stealing. -AI builds helicopters and a larger variety of ground vehicles. -AI attacks enemy buildings on sight. -Parameters can now be set for different game properties. -Accelerated time for day/night sequences (still debugging). -Random weather. -Night missions. -East or West enhanced (increased income for a side, useful to give the AI if playing a co-op against it). -Town incomes have been increased slightly to decrease the length of a game. -Prices have been balanced a little more. -Commander no longer has to be killed. If the MHQ and base is destroyed the game ends (hunting down the commander was a bit tedious). -Plenty of bugs to keep me up all night..;) Next on my list is to add some scouting routines so that the AI will try to actively find your base. After I have finished that and a few bugs I'll release the next beta.
  15. mfcti

    Mf conquer the island

    Sorry but I don't have a site for the mod. I'm afraid I just can't find any more free time with everything else going on...:(
  16. mfcti

    Mf conquer the island

    Sorry but I don't have a site for the mod. I'm afraid I just can't find any more free time with everything else going on...:(
  17. mfcti

    Mf conquer the island

    Heres an update on some of the issues/changes I've been working on lately: -Minimum starting distance between sides has been increased. -HE Stationary Guns build probability has been reduced. -HE Stationary Guns cost has been increased. -Helicopter build probability has been increased. -Some East vehicle costs have been reduced to balance for their weakness (Such as the T80 vs M1A1). -AI Commander now creates BlackOps/Spetz Natz units. -Town incomes have been increased slightly. I'm trying to reduce the amount of time an average game lasts. I want to start working on AI code to attack enemy buildings. I am also planning on creating the ability for the AI commander to order a group to scout for the enemy base. Once found, forces could be sent to attack it. If another island is REALLY desired I could add an extra one to the next beta release. Otherwise I plan to finish the beta first. I have about 5 islands that I want to release the mod on when I've fixed all the bugs. Another possible scenario would be an additional version of the mod geared more towards SP and Co-op than MP Team vs Team. Perhaps an island in which you play a small resistance force that starts off raiding for resources and eventually builds a base and coordinates open assaults.
  18. mfcti

    Mf conquer the island

    Heres an update on some of the issues/changes I've been working on lately: -Minimum starting distance between sides has been increased. -HE Stationary Guns build probability has been reduced. -HE Stationary Guns cost has been increased. -Helicopter build probability has been increased. -Some East vehicle costs have been reduced to balance for their weakness (Such as the T80 vs M1A1). -AI Commander now creates BlackOps/Spetz Natz units. -Town incomes have been increased slightly. I'm trying to reduce the amount of time an average game lasts. I want to start working on AI code to attack enemy buildings. I am also planning on creating the ability for the AI commander to order a group to scout for the enemy base. Once found, forces could be sent to attack it. If another island is REALLY desired I could add an extra one to the next beta release. Otherwise I plan to finish the beta first. I have about 5 islands that I want to release the mod on when I've fixed all the bugs. Another possible scenario would be an additional version of the mod geared more towards SP and Co-op than MP Team vs Team. Perhaps an island in which you play a small resistance force that starts off raiding for resources and eventually builds a base and coordinates open assaults.
  19. mfcti

    Mf conquer the island

    You are right about the AI being unable to win the game. That is a feature I wish to add after I fix all the current bugs and balance things out a bit. Right now they won't attack base structures, just troops and vehicles. However, you can beat an AI and win. I have found if a lot of Shilkas are being created that M1A1s can be very effective. As far as creating an MHQ model is concerned, it is something I have wanted to do from the beginning. However, the first non-beta release will require no addons to play. Once I get this out I want to also release the addons version I have been working on. It features different group's gun/vehicle addons. Adding a custom MHQ with this release would be great.
  20. mfcti

    Mf conquer the island

    You are right about the AI being unable to win the game. That is a feature I wish to add after I fix all the current bugs and balance things out a bit. Right now they won't attack base structures, just troops and vehicles. However, you can beat an AI and win. I have found if a lot of Shilkas are being created that M1A1s can be very effective. As far as creating an MHQ model is concerned, it is something I have wanted to do from the beginning. However, the first non-beta release will require no addons to play. Once I get this out I want to also release the addons version I have been working on. It features different group's gun/vehicle addons. Adding a custom MHQ with this release would be great.
  21. mfcti

    Mf conquer the island

    The AI still needs a lot of balancing. That feature was added towards the end of development. So far they can either be too weak or too powerful. As far as point and click waypoints on the map are concerned, I would love to do it. I originally had a system for that in single player but the naming convention for multiplayer markers is different. I haven't been able to find any documentation on it. If anyone knows it I would like to hear from them.
  22. mfcti

    Mf conquer the island

    The AI still needs a lot of balancing. That feature was added towards the end of development. So far they can either be too weak or too powerful. As far as point and click waypoints on the map are concerned, I would love to do it. I originally had a system for that in single player but the naming convention for multiplayer markers is different. I haven't been able to find any documentation on it. If anyone knows it I would like to hear from them.
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