SAjnos nem lehet,de le lehet tölteni hozzá a Core Contingency egységeit, térképeit,de a kampányt sajnos én sem találtam meg CCdata.ccx CC-Features.ccx Btmaps.ccx CC-Units.ccx
légyszives segitsetek,a TA küldetés lemezét keresem,megvenném.
Ha ez a játék megjelenik nagyot fog ütni.Olvastam a gamestar cikket és már nagyon várom.A c&c generals óta nem játsszottam jó valós idejû stratágiával.
Hajrá SC
ezt ismeritek? ta továbbfejlesztése, ta2-ig el lehet vele ütni az idõt :)
tény, én csak anyit mondtam hogy konkrétan a keretes megoldást már kitalálták :)
keretes megoldás pedig régebben már volt gameben, mongyuk most meg nem mondom melyikben de ugy rémlik volt..., rádobtad keretet sok sok enemyre és mindet támadták össze vissza amig el nem fogytak :)
Miután kijelölted az egységeidet ha egyszer klikkelsz rá az ellenséges egységre akkor ugyanúgy mint a sc ben az összes egységed azt támadja, ha kétszer akkor csak annyi egység amennyi épp el tudja intézni, ha háromszor akkor az egységeid a kijelölt ellenséges egység közelében lévõket is támadják.
Én annak örülök hogy végre ez lesz az elsõ rts amiben nem csak 1 egységet támadhatunk meg egyszerre.Biztos olvastátok a gs-ban ezt a 3 gombos trükköt.Mondjuk én ezt a már évekkel ezelött kitaláltam csak én úgy valósítottam volna meg hogy hasonlóan az egységeink kijelöléséhez a jobb gombbal az ellenfeleink egy halmazára is ráhúzhatunk egy keretetés azokat az egységeket a mieink egyenlõ arányban kezdik el támadni.Ez mondjuk a starcraftban igencsak jól jött volna.
Tudom, a német verzió megvolt csak nembírta a gép, de nembaj, hamarosan lesz új...
Szerintem a 2150 nagyon faxa játék, én ma is játszok vele, van ott hangulat, max neked nem jött be..(bár tény hogy a sorozat azelõtti darabjaival nem játszottam, szal nem tudom hozzámérni..)
Igen , a játék gerincét nem a grafika teszi, ha a hangok bénák és a legfontosabb, nincs hangulat, a story béna, az animációk unalmasak, akkor a játék elveszett. Ékes példa erre az Earth 2150, ami még mai szemmel is megkapóan néz ki, megjelenés után 3 évvel is még szaggatott mindenki gépén, mégis olyan kib.tt unalmas volt az egész hogy mindenki dobta a sarokba. Az emperor is láma volt szerintem. Ajánlom figyelmetekbe a WH40K : Dawn of wart: 3d rts, Kíváló hangulat és hangok, story a helyén van, és kiemelkedõ grafika. Egyébként nem kötelezõ a 3d, fõleg egy olyan játékhoz ahol játékosszám X 300 egység ütközik meg. Én végigjártam a TA sikerútját a kettõ kiegészitõn át, majd végül a TAUCP vel végzõdõen, valószínû sokan mások is, alapvatõen azt gondolom hogy nem fogja hozni a TA hangulatát. Ez minden gamere igaz volt eddig amihez több év múlva jött ki a 2. rész.
2006 3-4.ik negyedév kb
Az Emperor: Battle for Dune úgy emlékszem elõbb kijött, és már az is full 3d-s volt. Szimplán csak a grafikai élményen javít, amikor (pl. a Soldiers of Anarchy-ban) majdnem vízszintesig döntöd a kamerát, és látod hogy 2-3 km-rõl elindul egy rakéta, aztán az orrod elõtt becsapódik és pusztít... Taktikai szempontból haszontalan és az átvezetõknél elállított kamera (nagyon sok játékban tapasztalható) még hátrányos is...
Egyébként a Warcraft3-ban jól megcsinálták a default kamera kezelést mert nem volt muszáj használni zoom+forgatást, ezt onnan tudom hogy a játék feléig rá se jöttem hogy van ilyen lehetõség :)
Én mindig jókat röhögök amikor olvasom a reklám dumát egy uj RTS-nél hogy zoom-olható meg forgatható a kamera. Egy 3D-s engine-nél ez magától értetõdõ. Egyébként játék közben meg tök felesleges az egész. Kinek van kedve a nagy csata közepén még a kamera forgatásával is kinlódni?
During our demo (and brief hands-on time) with Supreme Commander, by far the unit that stole the show was the Battleship. As mentioned in our preview, it dwarfed land units. It was massive. It bristled with guns: 4 AA guns, an anti-air phalanx machinegun, and multiple turrets bristling with cannons intended for shore bombardment. A battleship could fire it's explosive ordinance several miles inland -- you did not want one of these lurking off the coast near your base.
This led us to believe, initially, that sea combat in Supreme Commander was simply a matter of being the first to crank out Battleships. Wrong ... wrong. There's a whole naval simulation at work here, and there's various strategies with regards to how you'll compose your fleet.
Let's take that Battleship, for example. The cost of building one is phenomenal, and it'll take a lot of time to get one into the water. Once there, it has very little defenses against submarines and torpedoes. And its main guns, while among the most powerful in the game, have a slow firing rate that may not be ideal against smaller ships -- other ships would be more cost-effective. No, the Battleship isn't the end-all of naval warfare: it's more like the ultimate artillery piece, super-powerful against certain targets but something you still need to protect.
Sharing the sea with the Battleship are cruisers, destroyers, and frigates. Each carries a different weapon compliment, so just like in real life they all have their own uses. Cruisers, for example, are mobile missile platforms: use them to target specific targets far inland or as an anti-aircraft screen. Destroyers carry more depth charges than the other ships, so it's ideal in anti-sub warfare.
The original game design called for both minelayers and minesweepers, but the team recently removed them from the game because they slowed down the action too much. Supreme Commander is about grand strategy and over-the-top destruction, not slowly clearing a channel of explosives before moving in.
Of course, aircraft carriers also make an appearance. These enormous ships are important because (as explained in our section on air combat) aircraft in Supreme Commander need to land and restock periodically. By parking your aircraft carriers close to the enemy shore, you'll be able to project your airpower deep into his territory.
Submarines? Oh yes. A whole compliment of subs is available, each with different armaments. Attack subs are monstrous beasts who can deliver heavy torpedoes into the hulls of ships. Anti-sub subs are smaller, cheaper, more maneuverable submarines whose armament is designed to take out attack subs. Supreme Commander is a simulation, so there's no reason you couldn't send the cheaper anti-sub submarines against ships, but their light torpedoes likely wouldn't do as much damage before the destroyers blew them out of the water.
Next: More on Submarine Warfare... Speaking of finding enemy submarines, sonar works underwater similar to the way that radar works above land. You can have your subs emit sonar pings to see other objects, but these pings will give away their location to any listening devices. As with everything else in Supreme Commander, keeping your force hidden until you use it is one of the most important strategies in the game.
Of course, there's also nuclear submarines. A nuclear sub can build and carry a whole array of nukes. It's one expensive piece of hardware! But just as in real life, it allows you to project nuclear force nearly anywhere on the map from a platform that the enemy has a real hard time tracking.
Naval warfare is made even more interesting with the addition of structures that can be built on-- or under -- water. The design team hinted at floating or submerged factories or power plants. Although the specifics are still being worked out and play-balanced, the crew at Gas Powered Games is playing with the idea of basically allowing a player to build almost his entire base underwater. Suddenly ruling the waves takes on a new importance.
Because Supreme Commander takes place in the far far far (far) future, the team is also able to play around with bizarre technologies. For example, several of the Cybran ships can partially submerge -- they drop most of the way down into the water, creating a lower profile that's hard for other ships to hit. Of course, when they do this, they're bigger targets for Torpedoes. Other ships can actually lift themselves up onto skids and hydroplane across the water. This has the opposite effect (making them a bigger target for other ships), but allows them to move many times faster than a conventional navy.
And finally, you have the experimental super-units. A submarine aircraft carrier?! Yes, you can build it. Imagine having a couple of those surface off of your coast behind your defenses, open up, and spew out armadas of fighters and bombers. Ridiculously over the top? Oh yes -- welcome to Supreme Commander!
Földi harc
Land combat is pretty straightforward in most real-time games, where you try to amass overwhelming numbers and send them at your enemy. The same is true in Supreme Commander, but there are a couple important caveats to remember when thinking about land combat in this game:
1. The maps are very big.
2. Tanks are very slow.
As Chris Taylor puts it, "you can't just build in Moscow and click on Paris." Air units and even certain naval units can traverse the massive Supreme Commander maps quickly, but the biggest guns that you can produce in bulk will have to travel across the land. So the question becomes: how to get them there?
Transporting your heavy units is a big part of Supreme Commander. The huge flying transports we mentioned in our preview can carry over a dozen small infantry robots or a pair of heavy tanks each -- you'll have to build a whole wing of them to quickly move an entire squadron of tanks, but the ability to transmit that much force all over the board will be worth it.
There are plenty of ways to use ground troops to surprise the enemy. Taylor was so excited he was practically drooling as he described invading an enemy beach using submarine troop carriers. They'd breach the water like great whales, then slowly open while taking heavy artillery fire from shore batteries, until at last your tanks and troops would pour out. Don't want to mess with submersible transports? Some factions may be able to build amphibious tanks that would simply claw their way out of the sea.
Next: Static Defenses and artillery...
If you are making the long trek across the land with a huge ground force, you'll need to protect it. A whole array of support vehicles will be available to all factions. Radar jammers will obscure your radar signature, mobile flak cannons can provide protection against aerial assaults, and mobile shield generators can deflect incoming fire.
Static offensive and defensive placements will naturally factor into Supreme Commander, so once your army does arrive at an enemy base, expect to pound your way through his defenses. All factions can build walls and defensive towers. The alien-like Aeon faction has some particularly nasty technology: walls that appear flat will suddenly come alive as hidden guns fold out to crush your assault.
As for artillery, the arsenal in Supreme Commander runs the gamut. Smaller artillery pieces are mobile and can move around the battlefield, settling down into a bracing position in order to fire. Mortars are also available, which will lob shells high in the air -- this is perfect for battling enemies that are close but behind an emplacement or high terrain. As you'd expect, the biggest of the big guns are obscene -- enormous static cannons capable of hurling massive shells across the map. They may not be accurate, but they can keep firing as long as you can keep them supplied. Keeping your base and your forces hidden from these beasts is essential.
As with all the units in the game, the three different factions in Supreme Commander each have their own look and 'feel.' Earth forces look the most conventional, with lots of wheels and tracks. The half-man half-machine Cybran race prefers devices that walk (such as the massive experimental spider shown in many screenshots.) The Aeon's, meanwhile, prefer sleek smooth metallic designs, and many of their land vehicles hover in order to move.
Regardless of your strategy, naval, nuclear, or air warfare probably won't finish your opponents off. You're going to eventually have to bring in the land troops to mop up.
Légi harc
The Supreme Commander team will always side with fun over realism, which is certainly the case with air combat. So even though the game takes place in the far future where giant robots slug it out on alien planets, air combat itself takes a few pages from the history books. The design team structures air combat more like World War II (with slower planes, pilots that would dogfight, and heavy bombers that had to be escorted) as opposed to modern air warfare (where pilots would push a button to launch a missile miles away from the target, then veer off and zoom away at several times the speed of sound.)
As a result, except aerial combat in Supreme Commander to be just as crazed and intense as the Battle of Britain or the skies over the Normandy invasion.
Numerous aircraft types will be available: Scouts, fighters, bombers, anti-fighters (used for air superiority), torpedo bombers, gunships... There isn't any weapon that the designers are afraid to strap some wings to.
All of these different craft have tradeoffs with regards to how much they cost to build and what kind of weapons they carry. Scouts, for instance, are dirt cheap, super fast, and have virtually no weapons but a great line of sight. Assuming the enemy hasn't ramped up his air defenses, a couple of these can tell you all about his base. Map information and enemy buildings scouts reveal will continue to be displayed in shades of grey long after the plane has been shot down; you can mouse over these areas to see how old the information is.
Anti-fighters are also inexpensive, because their armament is limited. They're fast, maneuverable machines with machineguns as their primary attack. Their job is to sweep the skies clean so you can bring in the big guns. Like the gunships! These massive (and expensive) gun platforms can dish out serious damage with pinpoint accuracy, but you need to protect them from enemy aircraft.
Is your enemy relying on naval power? A whole wing of torpedo bombers are a great way to remove even the monstrous Battleship from the map, if he's not smart enough to protect it with an escort of cruisers.
Next: Bombers and special experimental weapons...
Bombers, meanwhile, are devastating against land targets. Large and slow, they'll line up near a target, swoop in, and unload a stream of enormous bombs. A single bomber will leave a line of explosions up to and over his target. A whole wing of bombers, filling the screen, can cover a base with explosions. They, too, should be protected if you want to use them for more than one bombing run. The best part about bombers is that they have some degree of auto-targeting. You can order them to a region, then allow them to pick their victims -- important factories and power plants, especially if they're already damaged, will be the first to go and you can concentrate your attention elsewhere.
All aircraft have a limited range and ammo. In between attacks they'll have to land at a friendly airbase. And the maps are huge! For this reason, if you want to use airpower, you can't just click on the enemy base far away and wait for victory. You'll want to build a series of airbases moving closer and closer to his territory. Naturally, this is where aircraft carriers come in handy: a mobile airstrip that you can park in his back yard? Hook me up!
It's a sign of the brutality of Supreme Commander that your fighters also have an alternate attack where they kamikaze themselves into enemy structures.
Each of the three factions in Supreme Commander has a few tricks up their sleeves when it comes to air power. The Cybrans specialize in stealth -- most of their aircraft don't have a radar signature, although they'll still show up on your map once your units make visual contact. The Terran forces from Earth use just the opposite approach: they have technology that'll spam tons of false radar signatures. The Aeon faction, which has incorporated alien technology into their arsenal, has actually developed true cloaking technology. This makes their aircraft invisible to both radar and the naked eye ... at least until they start firing.
As with everything else in Supreme Commander, air combat is also taken to the extreme: It's possible to build a flying aircraft carrier. Of course it's ridiculous... but it's cool. And, knowing the Supreme Commander design philosophy, it'll probably look awesome when you blow it up
Bocs,próbáltam freewebrõl is meg sg-rõl is
Képeket nézve meg láthatod hogy marad a fél 3d s megjelenítés
Az egységek teljesen méretarányosak lesznek Kizoomolva az egységek pöttyök lesznek,majd még inkább kizoomolva az egész flotta is 1 ikon lesz.Be lehet állítani hogy mutassa a járõrözõ egységek útvonalát,illetve lesz egy idõbélyegzõ(ami mutatja az idõt mire odaér a waypointhoz), illetve a haladási irány is nyillal lesz jelezve. 2 erõforrás marad, anyag és energia. A termelõ épületeket egy tömbbe lehet rakni, így nõ a hatékonyságok, viszont a tömb egymás melleti épületei ha felrobbannak, akkor a tömb környezõ épületeit is sebzi,illetve könnyebb célpontot nyújt. Egy klikkel végtelenre lehet állítani a gyárakat, az átlagos gyártási idõt kiszámítja a gép neked. 2 fajta commandered lehet, a Supreme commander(ez vagy te, csak 1 lehet belõle), és bázis commander, ami csak a javításra, és az építésre van specializálódva. Nagy mérvû az egységek automatizmusa, 1 klikkel el tudod küldeni a repülõidet,és a támadás után mennek javítatni magukat. Persze ez nem azt jelenti hogy nem menedzselhetsz akár 1 egységet is közvetlenül a harcban, hanem azt hogy amelyik szintre zoomolsz,olyan szinten kezeled az egységeket(legközelebbi zoomban 3-10,távolabbi 30-70,......) A legtöbb egységnek van elsõdleges és másodlagos tüzelése,támadási módja(jetpackes gyalogosok másodlagos tüzelése a jetpack használata)
A bázisod elrejtése létfontosságû,illetve az ellenség szándékának megismerése. A tankok erdõs pályán ledöntik a fáékat, úgyíhogy nem célszerû egyenes vonalba menni a tankokkal a bázisodtól,mert könnyen odavezeti az ellenséget az erdõben a letaposott ösvény. Észlelés:A radarnak és szonárnak van aktív és passzív módja(ugyanaz mint a való életben,aktívban pingelsz,és felfeded a helyzeted, illetve az összes hatósugárban tartózkodó nem lopakodó ellent, passzív módban hallgatsz,és figyeled az ellenséges pingelést)
Harc: tiszta szimuláció,nem kõ papír olló alapon mûnködik,mint a legtöbb RTS tankoknál a röppálya, és az ellenség lövés közbeni mozgása miatt nem biztos hogy eltalálod, így gyorsan mozgó ellenség ellen érdemes lézert alkalmazni(gyors a lövedék,nagyobb eséllyel találja el így) repülõknél van légi harcra rakétás és gépágyús repülõ is,a gépágyús a földi harcra nem alkalmas,mert túl rövid ideig tud gépágyúzni egy adott helyre,de légi harcra a legalkalmasabb(mint a való életben) a rakétást pedig azért nem használjuk légi harcra, mert sokkal drágább, és alkalmasabb földi csapásmérésre
Multi: lesz, a hatalmas térképek ideálisak hozzá illetve kooperatív kampány is lesz(2-3 ember végignyomja együtt a kampányt)
Neten még mindíg nyomják az MSN-en
Remélem maradnak a hagyományos kameranézetnél nekem azért nem jönnek be az új stratégiák mert jönnek ezzel a full 3d-s forgathatós zoomolhatós nézetekkel.
Anno nyomtam neten mplayeren vagy mi volt a neve és nagyon jó emlékeim maradtak abból az idõbõl. Pl egy Amcsi srác eljátszotta nekem, hogy mennyire gagyi meg nem ért a játékhoz aztán lerusholt mint a sicc. Azt nagyon nem szerettem én a hosszú csatákat imádom mikor szépen elhúzódik egy ütközet.
Hát ha ezt mind össze tudják hozni akkor ez lesz az ami az RTSekbõl manapság hiányzik, valódi vérfrissítés lesz....
A TA1 egyértelmûen (szerintem) minden idõk legjobb stratégiai játéka, fõleg a teljesen innovatív és egyedülálló nyersanyagkezelési rendszerben nyilvánul ez meg, amihez foghatót még mind a mai napig nem láttunk más játékban. Kár, hogy nem játszák multiban, mert én még mindig játszanék vele. Régen néhány netes meccset sikerült öszehozni, hatalmas élmény volt.
Mondjuk most eléggé wrcaft3-as vagyok, de ha játszanák az emberek a TA-t, akkor a W3 felé sem néznék. Remélem a második részre megtartják a az esõ rész tulajdonságait.
Of course, this doesn't mean you can't micromanage individual battles if you want to. Zooming in to alter the course of a heated firefight or to oversee your massive invasion plan in all its graphical splendor is a big part of the game's appeal.
Many units, for instance, have both a primary and a secondary attack. You might use either, depending on the circumstance and if you're willing to take the tradeoffs. Example: one faction's infantry bots can use jetpacks to rocket into the air for short leaps, firing down on enemies from above. This enables them to get over walls or rough terrain, but while in the air they're susceptible to antiaircraft fire. Is it worth it to vault your light infantry behind the walls even if your tanks can't follow? These are the kind of cool tactical decisions you can make when the fighting starts.
With such huge maps, sprawling bases, and massive armies, a whole new element of warfare comes to play that few RTS games have explored. Chris Taylor calls it "warfare of information." The key to winning is knowing what your opponent has built, where it is, and what he's doing with it. Similarly, you don't want anyone else to know what you're up to. Hiding your base and shooting down any nearby aircraft is one way to make sure that the enemy doesn't find anything about you. And be smart! On a forest map, if you drive your tanks through the trees in a straight line from your base, you might as well draw an arrow onto the map for him.
Similarly, radar and sonar are powerful tools but they come at a price. The designers are exploring the idea of having both active and passive sonar and radar. "Active" means that the radar is sending out pulses and reading the reflections -- this means you can see any non-stealth metal targets in the vicinity, but you also make your presence known to any nearby listening stations. "Passive" radar means that you don't send out any pulses of your own, you merely listen for the radar of the enemy to see if he gives away his location. For this reason you might not want your radar towers near your base. Or, you might risk a single radar pulse to see what's out there before going silent again. It's the same with subs and sonar. With such powerful weapons of mass destruction at your disposal (artillery can nearly fire across the map), finding out where the enemy's forces are while keeping yours hidden is half the battle.
Simulation, Not Rocks & Scissors
"Rock paper scissors" seems to be the mantra of most real-time strategy game developers, who seek to balance different units' strengths and weaknesses. Sometimes it's taken to the extreme (Empire Earth II's 'rock-paper-scissor' pyramid had something like 16 sides and required a slide rule to figure out.) But for Taylor and the team at Gas Powered, they steer clear of artificial balancing mechanisms: Supreme Commander will be pure simulation.
Here's what that means: when a tank rolls over a hill in Supreme Commander and fires its cannon at a moving target, it's not an instant hit. The trajectory of the shell is computed as it whirls through the air. Hitting a moving target from a moving platform is hard -- the AI might not be able to compensate, especially if the target suddenly switches direction or vaults in the air. For this reason, tanks may not be the best choice against fast targets (as opposed to a vehicle that fires lasers or guns.) They also work better when stationary. This isn't because the designers are futzing with numbers behind the scenes: It simply how tanks work.
Similarly, you can build air superiority fighters in the game. These are small, light, fast-moving aircraft with machineguns mounted on the wings. Against ground targets they're relatively useless -- not because the designers say so, but because machinegun strafing at high speeds means not a lot of bullets hit their target. However, these aircraft are perfect for taking on other aircraft, because they can stick to their tails like glue and plaster them with machinegun fire. But why would you build one of these when a full-service fighter that can launch missiles at ground targets is available? For the same reason you would in real-life: they're cheaper! You can have a phalanx of cheap air-superiority jets clear the skies for you before sending in your bigger (and more expensive) fighters and bombers to lay down the heavy scunion. This kind of tactical thinking emerges from a rich simulation with tons of units. That's what Supreme Commander is all about! See our separate features on land, sea, and air combat for more detail.
You can smoothly pan in and out of the action. When zoomed out, your vehicles are represented as dots. Note the sheer number of vehicles wiped out by a single nuclear blast....
Multiplayer and Co-Op
Taylor and his team are still being tight-lipped about the online options for Supreme Commander, but we were able to get a few details. For one, multiplayer will definitely be in there: the huge maps are perfect for team games or free-for-alls. It's also almost assured that downloadable units will be available, although nobody is promising the "new unit every week" that Total Annihilation fans enjoyed.
Interestingly, Supreme Commander plans to offer cooperative play within the single-player campaign. This is a great feature that's long overdue: you and a friend can both tackle the plot together. There are three separate single-player campaigns, one for each faction. Several different missions will take place on each planet, and the base you build for one mission on a planet will carry over to the next mission -- that should speed up the action considerably.
Supreme Commander is slated for a 2006 release, so it's got a long way to go. While the game is far from finished, the engine is working and the graphics are amazing. We were able to plop down a flotilla of ships and armies of land units, and we could watch them duke it out with explosive fury. Already Supreme Commander is taking destruction to a new level -- we can't wait to bring on the devastation with the final release. Stick around GameSpy for details!
köv
Chris Taylor, the game design guru behind Total Annihilation, is returning to the real-time strategy scene with a game so immense that "supreme" might be too delicate a word. The modern RTS, Taylor asserts, has been moving inward: in games like Warcraft III you deal up close with individual units or small squads. Taylor wants to move outward. Real strategy happens before the battle, he claims, when you're managing an economy, evading the enemy, gearing up a massive war machine, finding out about your opponent's armament, and striking hardest where it'll hurt the most. Like Eisenhower in World War II, in Supreme Commander you'll be commanding fleets and armies on the grandest of scales. Although Supreme Commander clearly takes a page from Total Annihilation's book, this is an all-new franchise on a scale that dwarfs any other RTS on the market.
Wholesale Destruction
On its own, each unit in Supreme Commander is graphically detailed. Little wheels roll, guns swivel, robot legs walk, gunports open and close, all in splendid 3D with all the latest lighting effects. When you're zoomed in and dealing with your forces on the tactical level, you're in for a real treat to the eyes.
But the scale of the bigger units really sets Supreme Commander apart. With so much map to play with, there's no reason that giant units can't loom over the smaller ones. Take, for instance, the air transport unit. It can carry a couple of tanks or up to 14 smaller robot fighters. Your robot infantry will all lock into the underbelly of the enormous transport. When the transport lands in enemy territory, it swoops down under heavy fire. Landing gear emerges from side ports, anti-air guns blaze, and each individual robot it's carrying fires independently at ground targets below before releasing itself and dropping to the ground. Seeing it in action is pure insanity.
Ranks of robots step off of an air transport while taking (and returning) heavy fire.
Similarly, "Experimental" units that can be constructed by each of the game's three different factions dwarf ordinary ground forces. Example? The "Spider," a robotic monstrosity that can step on tanks with any of its six legs. Its primary weapon is a heat laser that scorches trenches along the landscape, obliterating anything it touches. As it walks along, crushing trees, little tanks and other vehicles scurry around under it, trying to angle their guns upwards in order to hit it.
No weapon of mass destruction is too "over the top" for the minds at Gas-Powered Games. They're filling Supreme Commander with all manners of vehicles that make modern military armaments look like children's toys. Imagine a flying aircraft carrier, or a tank factory that can roll along under the surface of the ocean, or a submarine aircraft carrier that can surface just off your coast and unleash a payload of fully-functional fighters and bombers. Supreme Commander is filled with enormous units that boggle the imagination.
Of course, that doesn't mean that all the weapons are science-fiction nightmares. The old-fashioned standbys are there, too. "You gotta have nukes!" Taylor chortles, selecting the nuclear option and clicking his mouse near a naval fleet. Assuming a nuclear missile isn't intercepted by anti-missile systems, the devastation it causes is unreal. The epicenter vaporizes what seems like miles of terrain in a single brilliant flash, and then the shockwaves radiate out. The first one is brutal, but stronger units can survive the rushing arc -- fast units can even escape the blast. The second, slower-moving shockwave creeps along devouring nearly everything in its path, creating tsunami waves at sea and scorching a ring of earth on land. In the center of the devastation the expected mushroom cloud slowly rises -- soon to be followed by many more if your opponent retaliates in kind. When several nukes go off at once (and Taylor demonstrated this by gleefully blowing up most of the planet), the effects are cumulative -- for several seconds you almost couldn't see the map amidst the white-hot glow of a dozen miniature suns.
Nobody ever said war was pretty. No, wait, on second thought, we're saying it -- it looks awesome.
Large and In-Charge
So how can one person build and command so much? Although the interface is still being tweaked, Taylor and his team at Gas-Powered Games are focused on making sure that combat this massive is still manageable. Zoom out far enough and your forces are represented by colored icons. When you give them movement or patrol orders, you can set the game to show you the waypoints, complete with curvy arrows showing the line of advance and time stamps to let you know when they'll reach each waypoint. Want to arrange a coordinated assault? Simple, just click on your different forces, select a destination, and all the units will move in such a way that they all arrive at the destination simultaneously.
Base building is also on a massive scale. Supreme Commander has only two resources to collect -- mass and energy -- but the game throws a few twists your way. For instance, by chaining buildings together in clusters, you increase their efficiency. But, a cluster of buildings is a tasty target for the enemy -- and when one goes, it'll damage the buildings packed around it! So you have the balance the desire to build huge clusters with practical defensive concerns.
All of your factories can be turned on to simply build units indefinitely, so long as your mass and energy supplies are holding up. The computer will assist you by calculating average build times and the like so you can quickly see where your economic shortcomings are as you build up your war machine. And as with Total Annihilation, you can queue up a zillion orders for your construction vehicles secure in the knowledge that your base is being taken care of while you attend to other things.
Automation is everywhere. You can set your fleets of airships to bomb areas, or to patrol, and they'll fly back on their own to repair and rearm. A few clicks can send a wolfpack of submarines to harass up and down the enemy coastline without any further micromanagement from you.
And then there's the "Base Commander," one of our favorite new features. Once you've amassed enough power to make the transfer, you can teleport in a character who can manage your base for you. You'll simply highlight his or her area of control, assign construction vehicles, and then you can rest assured that the commander will finish all outstanding building projects and will repair damaged parts of the base to the way they were before the attack, all without prompting. As Supreme Commander, you can focus on overwhelming the enemy, not endlessly mucking around back home.
Numerous terrains will be avilalbe, from Martian-style landscapes to swamps to forests and beyond. Here, tanks claw their way across a frozen tundra.
Gamespyos cikk
Spiffy Iffy Incredible graphics and an awesome sense of scale. Intense action.Will players be able to control so much without their heads spinning? ________________________________________________________________________ Imagine, if you will, a tank. It's a full-on beast: wide base, massive treads, two enormous cannons, independently rotating turret, surface details including antennas and whirling radar dishes, you name it. As it rumbles powerfully along the 3D landscape it leaves twin tread marks in the sand. Smaller vehicles will skitter around it, powersliding across the terrain, but the tank is a rock: it moves with weight and power. Next, imagine taking your mousewheel and spinning it, slowly moving the camera out. Your tank is not alone; dozens more are continually spewing from a factory, rolling out to join the first. Most real-time strategy games stop there, but not Supreme Commander. As you keep panning out, a shoreline becomes visible, and just offshore sits a battleship.
The battleship is enormous. Compared to the tank, the side of the hull is a wall of steel. The huge ship doesn't fit on a single screen, no, you have to keep zooming out to take it all in. The deck of this monstrosity is surrounded by independently-rotating anti-aircraft guns, each one bigger than the tank. Mighty columns of steel rotating on gigantic turrets signify the battleship's main bombardment guns: the screen shakes when they fire, and they can hurl giant shells as big as a car for miles inland. Compared to the battleship, the tank is a tiny little bundle of pixels. But wait... you can keep scrolling.
The scale in Supreme Commander is so immense, your units may sometimes step on your other units. Each of these little guys is as big as a tank, and the enomrous spider is bigger than a city block.
As you pan back, you see that the battleship is not alone. It's surrounded by a flotilla of cruisers and destroyers, surrounding aircraft carriers in formation and leaving rippling white wakes in the blue sea. Subs drift menacingly along the outskirts of the fleet, only their conning towers breaking the surface of the ocean. At this scale, the curving shore of the main landmass is visible, and the tanks are so small that they are now represented by icons. No more than dots, really. But this mass of arms on the coast is just a tiny part of the action happening around the globe. As you keep panning out, even your enormous fleets become little more than symbols on the map, representing your enormous ground, naval, and air forces. At this level you can give commands to your fleets, your army, your air force: "fly here, attack here, coordinate to invade this landmass simultaneously..." War is fought on a massive scale. You're not just futzing with little squads of men or tanks: You are the Supreme Commander.
Kár hogy csak az évforduló környékén jön.
és ahogy szétrobban a darabjai hullanak mindnek rendes árnyéka vetül a felszínre na meg a lángok persze ez mozgásban lesz igazán érdekes ott lehet látni mennyire élethû
Hardwireden vannak újabb képek,nagyon zúzós ahogy a tank bemegy a vízbe, illetve látható a légi csapatszállító(valami 20 kbotot rak le 1 [2 oldalán pilótafülke ,közte vékony tartószerkezet]
Nekem kifejezetten tetszik a grafika. Nem is kell ennél jobb, mert akkor nem tudnának a JÁTÉKRA koncentrálni a készítõk. Mint ahogy az 1-el, vagy a Stracraftal sem a grafikájuk miatt játszottam évekig.
Ja és amúgy szerintem semmi gond a grafikával nekem tetszik akinek meg nem az ne nézze!
Ha már olyan jó lesz mint a TA grafiakailag is akkor már nekem tuti a játék nekem az még ma is olyan élményt nyújt. Ezt csak az értheti aki anno játszott vele a mai grafikai csodákat váró emberkék ezt nem érthetik meg.
Szerintem nincs gond a grafikával, de igazából mozgásban fogjuk látni hogy milyen is ez, a képek könnyen lehetnek becsapósak...
Meg ne haragudj, de aki ennél többet vár, az a következõ 4-5 évben igencsak szenvedni fog a sok megjelenõ rút játék miatt :(
Én nemrég fejeztem be a Core Contingency core kampányát :) Remélem teljesen hûek maradnak a 2. részben az egyeshez. Csak az a baj hogy a divat miatt hasonlitani fog a mostani RTS-ekhez. Én meg azokat mind utálom. Biztos kitalálják hogy legyenek hõsõk rpg tulajdonságokkal meg egyéb "jó" ötleteket.
Nem volt érthetõ úgy tûnik: 8000 egység összesen(8 játékos esetén), 1000/játékos efölött már értelmetlen mert belassul,illetve nem elég 1000 egység hogy gyõzz,mert akkor 20000 sem elég :)
Marathon rules : 10k/10k, 15 BT BT is preparing time? in min? Dowley_Cookie2> got that but does that mean no annihilater defense Marathon rules : 10k/10k, 15 BT, NO AIR NO EMG(Flashes,Brawlers) NO BB, 1 BUZZaw per TEAM, 2 Silos per Player, Level2 attack only, Stay Away 1/3(1/3 of the map width) from middle during BT, Level 1 static defense allowed PHREAK_FROGGIE> Map: Pd_marathon.ufo location : http://bf1942.free.fr/pdmara.zip Left vs Right ally in game : NO PAUSE, NO BUG use (Ranging, Sparking, KrogSplit)
Kemény,ha aktív végíg a 8 player, és mindenki Krogothal megy a végén :9
ezt mondom énis hogy nekem az nem jött be, de akó úgytünik nem vagyok egyedül :)
jaja, emg én szereztem egy spéci tömöritet ta-t ami gyk a full feltelepitve összes kiegel igy csak ki kell tömörgetni egy könyvtárba és mehet is a game semmi szarakodás..., és mivel ez full szüz lehet modolni meg minden :)