Conflict Terra is a free, open-source RTS built in the Spring engine.
How to Get the Game
You need two things to play Conflict Terra:
After you get the game, you can either play a single-player match against a bot, or in a multi-player match against a friend!
Unfortunately, ModDB has a rather lackluster notification system, so if you need to contact me about a bug or something not working, ModDB is not the best place. Here are some much more reliable contact methods:
In the year 2207 a hail of strange meteors strike the Earth, effectively killing an estimated 60% of mankind. Prior to the impact, the nations of the world moved bulks of their populations to space to dodge the coming apocalypse. All but one made this move. Japan decided to ignore the mandate and moved underground, building massive bunkers.
Fifty-three years later, mankind returns to the surface, and the struggle for resources of an unprecedented scarcity prompts one of the greatest conflicts in Earth's long history.
But will mankind notice the alien passengers that arrived with the meteorites?
Conflict Terra features a track made by Yoni Luria, a musician who makes very nice game music. Go and give it a listen... by playing Conflict Terra!
The first dramatic update to Conflict Terra happened over a year ago when we worked with the skilled Knorke of the Spring Community to bring a mining resource system to Conflict Terra. Part of that update involved switching over to the cruiser factory system, beginning the huge emphasis on mobility that would come to characterize CT as you could move your factories around the map. The second came when the Drones were introduced, a whole new and unique faction for players to play as.
Now, the third major update to Conflict Terra has arrived!
As specified in the above section with not-yet-made new units, there are still some units that need to be made to round out the Big Changes. However, I was wanting to get this out first so people can get a taste of what I've been working on.
In addition to the new units, I will be working on pathfinding (Forboding Angel, who is working on Evolution RTS, has recently released some helpful info on optimizing units pathfinding). I will also be working on making better, original, and more accurate weapon impact effects. The ones in the game haven't been touched in in almost 2 years I think!
And, of course, the continued effort of remodeling and improving the existing unit roster. Expect some balance work in the future, as this new system for the NKG is sure to shake things up!
So play, give me some feedback, and enjoy the game!
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