Spring: 1944 will feature several unique gameplay elements, as well as some traditional gameplay styles given a new twist. Our development is focused primarily upon multiplayer gameplay, which the Spring RTS engine was designed for, though we expect to offer a lot more depth and experience than simple competitional gaming.

First and foremost, there will be several different game modes developed in which you can fight against or with a friend or teams of friends. Some of these game modes include:

Traditional - Command & Conquer-style gameplay, where the game revolves around building units on the battlefield, collecting resources, and defeating your opponent.

Scenario - Play against a human opponent or team up with a friend against the AI to re-enact various scenarios, such as the Normandy Invasion, Operation: Market Garden, the Ardennes Offensive, and other landmark engagements, the goal generally being to comprehensively defeat your opponent in one way or another.

Objective - Carry out specific battlefield objectives with or against a friend; infiltrate behind German lines with a team of Commandos to destroy an important artillery battery; seek and destroy hidden ammunition dumps with a flight of attack fighters; organize a force of Partisans to strike vital communications and supply lines.

Annihilation - Select your forces and deploy them onto the battlefield for some massive freeform engagements against your enemy.

Whether you're commanding a platoon of infantryman or an entire armoured vision with a friend, battles can be as small or as massive as you'd like (well, within some reason, of course). The only real limitation is what your opponent is ready for, and whether or not your computer can handle hundreds of infantrymen and dozens of tanks pounding the crap out of one another. :)

A note: we don't have singleplayer yet, so once you've installed, fire up SpringLobby and join us for a game or three (our channel is #s44, should be autojoined if you use the installer). Hope to see you there!

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Blog RSS Feed Report abuse Latest News: Spring: 1944 Operation Lyuban (v1.06) Released!

5 comments by NemoNobody on Jun 8th, 2009 digg this super bookmark



Hey all!


Operation Lyuban is the second release in the "L" series, containing mostly fixes and improvements based on feedback from Luettich. We hope you enjoy!


Full changelog:
Bugs/technical

  • Huge huge numbers of added/fixed description tags (Neddie + yuritch)
  • Add logistics cost to fully reload to all unit descriptions, as well as storage (yuritch)
  • Endless amounts of missing buildpics fixed. (yuritch)
  • Large number of icons fixed/added (yuritch + Neddie)
  • Fixed exploit involving upgrade during factory construction (Nemo)
  • Infantry doesn't chase planes anymore (tobi and his magic script)
  • Plane orders are now grayed out when you don't have the money for them (tobi)
  • Fixed MaxWaterDepth on buildings (no more hiding factories underwater) (tobi)
  • Added build placement check to morph gadget (tobi)
  • Forbid reclaim of mobile units (tobi)
  • Buildmenu consistency between Soviet Commander and Soviet Commissars (yuritch)
  • Flags now have 0x0 footprint, so they won't block units from getting places (tobi)
  • Desync fix in aircraft! (tobi)
  • Found several gadgets/widgets that were updating every single frame when they really didn't need to be (should be a noticeable reduction in CPU load) (Nemo)
  • Fixed commando LZ to not explode when it shouldn't - now uses 'morph' functionality. (Nemo)
  • Removed builder tags from inf (I forget what this fixes, but ... ) (Nemo)
  • Removed hidedamage=1 from a bunch of units (Nemo)
  • Various unused file cleanups (Neddie)
  • Fixed deployment mode + added missing units (Nemo)
  • A bunch of flamethrower FX tweaks/improvements (Evil4Zerggin)
  • Added ModOption to set total map income per player (more accurate tweaking than the flag income multiplier) (Evil4Zerggin)
  • Fixed Eng Veh brakerates (Evil4Zerggin)
  • A huge bunch of highly boring work on FX for ships (Evil4Zerggin, yuritch)

AI
CRAIG
v3.1 -> v3.2
============

  • Fixed spring lockup (infinite loop) when all base buildings where limited
    and the base building algorithm reached end of the queue.
  • New constructor syntax used in configuration. (UnitArray, UnitSet, UnitBag)
  • Moved unitlimits out of buildorder.lua into it's own file: unitlimits.lua
  • Default difficulty level changed to medium.
  • Waypoint editor changes:
    - Brush size in waypoint editor is now in world coordinates.
    - Loads from LuaRules/Configs/craig/maps as fallback.
    - Only need to hover over the waypoint when pressing M to delete it.
  • S44: Huge nerf because of the complaints it was too hard
    - Now in all difficulties all factories are limited.
    - Barracks: 3 on easy, 3 on medium, 4 on hard.
    - Vehicle yard: 1 on easy and medium, 2 on hard.
    - Tank yard: 1 on easy, 2 on medium, 4 on hard.
    - Supply depot: 1 on easy and medium, 2 on hard.
  • S44: Supply depot is now used to spam halftracks.
  • S44: Fixed buildorder for Russia. (now commissars can't clone themselves)
  • Added waypoint profiles for:
    - 1944_Village_Crossing_v2
    - CenterrockV12

Gameplay

  • Planes now part of the 'fear' system. If they come under sustained AA fire, they will become unselectable and fly back to HQ (yours, not off map) until they recover (less than 10 seconds). Related: AA guns now have a range-finding script so they have more-or-less proximity fuse behavior (ie, many more 'near hits', not so many gibs).
  • Significant infantry platoon restructuring:
    - All scout squads removed, two scouts added to mortar and MG squads.
    - US Rifle squad gained bazooka
    - US Assault squad lost a few SMGs, gained 2 BAR and 2 flamethrower
    - US Flamethrower squad gained 1 flamer (to 4)
    - German Rifle squad lost a few rifles, gained a MG42
    - German Assault squad gained 2x Panzerfaust, lost a few SMGs
    - British Assault squad gained commando
    - Soviet Rifle squad gained commissar + PTRD, lost some SMGs
    - Soviet Assault squad gained commissar + RPG-43, lost some SMGs
  • Significant buildtree restructuring:
    - Vehicle yards can now upgrade to include light tanks in the menu
    - Gunyards can upgrade to include either Self-Propelled Arty or Tank Destroyers (but not both)
    - Tank yards can now upgrade to include either Advanced Medium Tanks or Heavy Tanks (but not both, and retaining all options from previous factory)
  • Removed trucks from spawn and from HQ build list.
  • New units: - all skins by Spiked, Models by Dash/Yuri, UVmaps by FLOZi/Spiked
    - US M7 Priest - Self-propelled 105mm howitzer
    - Soviet SU-85 - Medium Tank Destroyer
    - Soviet SU-100 - Heavy Tank Destroyer
  • Set Command storage to 10k
  • Raised 'default' supply gap to 7.5 minutes between resupplies
  • US resupply gap 15% shorter than others.
  • Added Random Faction option in the lobby - also serves as the "Game Master/sandbox" faction, if that modOption is enabled (defaults to off - Random faction)

Balance

  • Everything mentioned above in 'gameplay'
  • Range nerf for ISU-152, puts in in the same level as StugIII range-wise.
  • Commissars no longer clone each other.
  • AT troops move more slowly, have larger decloak radii, and cost more (less effective in the 'commando' role now).
  • PTRD no longer gibs infantry, and mostly serves as a deterrent to rushing vehicles past Russian squads
  • Significantly lowered logistics costs of AA weapons
  • Raised logistic cost of rockets from 30 to 35 per rocket.
  • 10% nerf to Katyusha range
  • Substantially lowered deploy time for MGs, halftracks.
  • Changed base spawn back to 3 AA guns, added 2 MGs.
  • Raised BA-64 health to reflect the fact that it has more armor than a truck, reduced its buildtime slightly (10%)
  • +15% to ground attack plane LoS
  • Cost increases to Su-76 and T-60, T-60 lost a good bit of armor quality (takes more damage from non-penetrating hits).
  • +15% cost for all Tank Destroyers, except M10 Wolverine (US TD in the tank yard).
  • Made lots of copies of units to have their BTs suit the factories they're in. For example: a light tank from the upgraded light vehicle yard takes longer than the same light tank from the tank yard (same cost, different drain).
  • Substantial cost increases to British Commandos
  • Raised firing arc on Nebelwerfer and M-30
  • Moved M-30 howitzer into upgraded russian gunyards (either one)
  • Raised firing arc on AT guns to 70 degrees.
  • Removed +20 production from HQs/commander and made it 'disembodied'.
  • A fairly wide swath of armor cost tweaks. Generally scaling up the cost of heavy armor in relation to medium.
  • Dropped Bren MG burst from 5 to 4 (no longer can pin in a single burst).
  • 2.5% longer BT/higher cost for british HQ squad
  • 10% cheaper/faster building daimler and sdkfz250
  • Commando satchel charges can now be removed by the "minesweep" function that engineers have.

Game master/Sandbox tools and news

  • First draft of Game Master tool set - very basic for now; its an invisible plane that can fly anywhere, never lands, and can build any unit in the game very quickly. This allows for setting up things like dogfights/specific battles fairly easily (without needing cheat mode).
    - To access, turn on the "Enable GM toolset" modoption and play as the "random faction/GM" team
    - Hopefully more powerful functionality coming to this toolset in the not-too-distant-future.
  • Boats are ingame, but not yet buildable. You can access them by /giving, or by using the GM tools to build them.
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Spring1944 Operation Lyuban (v1.07) FULL INSTALLER

Spring1944 Operation Lyuban (v1.07) FULL INSTALLER

Sep 12, 2009 Full Version 2 comments

This installer contains operation Lyuban V1.07 (a minor update to accommodate a Spring engine update) as well as several maps. Enjoy!

Comments  (0 - 10 of 96)
Willyman
Willyman Oct 25 2009, 7:31pm says:

AWSOME.............

+1 vote     reply to comment
Mavis130
Mavis130 Oct 2 2009, 7:50pm says:

so, I see under the traditional gamemode (it references C&C) will we be stuck with C&C like gameplay (ya know, just whoever rushes first wins... no real tactics involved and everything), or is this game realistic?

+1 vote     reply to comment
NemoNobody
NemoNobody Oct 13 2009, 10:19am replied:

The best way to determine that would be to play the game a bit :). Our goal in designing S44 has been to create a fun and competitive RTS game first, while using realism as a rough guide to unit interactions (as in, Sherman vs Panther should have a predictable result for someone who knows those two.)

To actually answer: the success of your 'rush' tactics really depends on what your 'rush' group is composed of, and what forces the enemy has. a team of riflemen 'rushing' into a deployed MG nest will become pinned and useless rather quickly. If, however, you suppress that MG with mortars/artillery/snipers/your own MGs, blind it with smoke, or flank it, you'll do much better.

+1 vote     reply to comment
KupaFM
KupaFM Sep 5 2009, 12:08pm says:

very nice )

+1 vote     reply to comment
fluffyzombie
fluffyzombie Jul 7 2009, 3:27pm says:

i an play it says (could not find gamedata/parse_tdf.lua) wa do i do?

+1 vote     reply to comment
neddiedrow
neddiedrow Jul 8 2009, 9:28pm replied:

I'm guessing you're trying to play under Vista.

There is a pretty nasty bug under Vista which is outside our control, we apologize.

Vista's UAC breaks some gamedata checks when certain files are referenced from Program Files. If you are getting an error message which mentions anything missing from gamedata, for example, gamedata/parce_tdf.lua, this is being caused by Vista. I would recommend disabling UAC. If this does not work, install to some other, un-"protected" directory, and play from there.

+1 vote     reply to comment
fluffyzombie
fluffyzombie Jun 26 2009, 3:15pm says:

i can open the lobby join a game clic ready and when game start an error comes up and says wrong data same with solo

+1 vote     reply to comment
neddiedrow
neddiedrow Jun 19 2009, 8:06pm replied:

You load one of the Spring lobby clients, SpringLobby or TASClient at present, then join #s44. They can help you with any multiplayer problems that come up. Otherwise, you can play Single Player through SpringLobby. Simply select a map, the 1944 game archive and place LuaAI CRAIG bots on the representation of the map, then load up!

+1 vote     reply to comment
Spartansglory480
Spartansglory480 Jul 24 2009, 10:56am replied:

i thought bots crashyed the game?

+1 vote     reply to comment
neddiedrow
neddiedrow Sep 3 2009, 5:51am replied:

No, not CRAIG AI, which is the only one recommended and maintained for use with 1944.

+1 vote     reply to comment
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Spring: 1944
Platforms
PC, Linux
Developer & Publisher
Spring: 1944 Development Team
Engine
Spring
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Official Page
Spring1944.net
Release Date
Released Jan 28, 2009
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Real Time Strategy
Theme
War
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