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I got a big part of the inspiration from Warhammer and old Doom games. Taking a look at the Cursed race you will be reminded of Nekron and Chaos. However, it is not as close as Starcraft ;-)
As far as the news are concerned, indiedb proposed that group, maybe based on the summary text and I like the cross reference.
Yes. Use the console to type "/cheat" and then "/nocost" (everything will built instantly) and "/globallos" (you can see everything) or "/godmode" (you can control all units on the map - but this will not make your units invulnerable though). These codes will not work for multiplayer games of course, unless you are the host. :)
Did you use the full installer? If you have Spring installed two times on your system, spring lobby may use the path of your first Spring installation. I recommend to stay with one single Spring installation. You just need to place the game content file (http://azaremoth.square7.ch/data/cursed_1300.sdz) in the spring\games\ folder. The non-supported AIs are still included, but - meeeh.
Working on it. I was on holidays, when 98 was released - bad timing ;)
Ready and up now :)
If you want all bells and whistles (relating to graphics), the computer should have gaming hardware and be from the last 3 years. If you reduce the graphical details it should also run on older computers.
You refer to something like DotA? Yes - it is possible (except for the buy-things-in-a-shop thing), but it will be hell of a work.
Units tend to move to the position a killed enemy was standing before. I will try to write a widget for that.
The kill AI stragglers is included in the game since last version (1.242). Is it not working? When you order units to attack a target they actually should not move closer then firing range. Is that different for you? When they are ordered to move, they will take a direct path, disregarding the range to a near enemy.
Works for me. Maybe that was temporary?!
Sure. But could you specify a little how it should work to fit best? Whenever a ranged unit is ordered to fire at a target it should stop when it comes close enough. So - the units could stop when they are close enough to fire at units that are no designated targets (on/offable by a move option)?
Good advice. I have included that option (on by default) in version 1.242. When all AI buildings were killed the remaining units will die.
Heavly inspired by the necron pylon - yes =)
You don't need beauty queens on the battlefield ;)
I like the new models! Awesome1
I am trying to solve this with Rallehop by pm. For others that may have similar problemes - There are several known issues with the Spring engine when playing with ATI cards:
1) make sure you have the latest drivers installed for your graphics card
2) please take a look here: Springrts.com
3) in short: some widgets cause trouble with ATI cards - try to disable the Chili Minimap (F11 + disable the widget)
4) these problemes are caused by the engine / ATI (depending whom you ask ;) ) - I can't do much about it - Sorry
See bottom of the download description - there are the Links:
"For Linux users: you can install the game manually (as I don't have any idea about creating Linux installation files). First you need to install the Spring Engine for Linux and then put the game content into the Spring\mods directory. You'll have to install maps manually."
I am sorry for the discomfort for Linux users, but I don`t have anybody at hand who could help me with Linux...
All units, textures and artworks (besides several explosions/FX that are from Gundam RTS and Spring 1944) are hand-made by me.
Well - you can activate the first-person view (press "C" like "camera") for any armed unit and stear it then. But is not exactly the same thing...
Most models are much too low poly for a decent FPS I fear. Back in 2002 they would have rocked in a shooter though! ;)
Actually that is a perfect idea - I'll include that option in the next release =)
Simple makes it easy for new players to learn the game. =) You can take a closer look on the special abities of some units (like auras, jumping cloaking, necromancy,...)- this adds some additional depth to the gameplay.
I think it all started with Eliphas Lévi and his book about occultism (without having read it I would call it "bellestristic" from today's point of view). In this book the upside-down pentagram is described as a sign of the devil. In the "old times" the pentagram was always seen as a symbol that protects from demons and sinister forces. That is also true for the upside-down pentagram (the "Drudenfuß"). It was used as a protection against drudes (special demons in the German folklore). People who see a strong sign of evil in the pentagramm just didn't make the effort to educate themselves enough.
The use in my game was not influenced by any real historic/cultural facts about that symbol. The use of it was inspired by other movies and games. Thus there is no religious declaration intended.
As I don't have any idea about Linux you need to settle yourself with the Spring Engine's installation tutorials for Linux: Springrts.com
After you have installed the Spring Engine you just need put the content file of the cursed into the "mods" directory. It should look like this: "Spring\mods\cursed_111.sdz"
For a game against the AI you need to install Shard manually (http://darkstars.co.uk/2010/shard-0-31-ballsey) and place these two config files into the directory "Spring\AI\Skirmish\Shard.31-Ballsey\ai\tc":
I hope that helps you. Good luck!
It is worth a try. Yeah - I love the Blizzard strategy games - there may be some parallels there ;)
Some missions are planed - I don't know if it will be enough for a plot though. A new playable faction is not planed right now. I'll focus on adding some naval and hero units next I guess.
Could you please specify "sad" a little better?
Oh - yeah - I forgot to post the link. The archive is here:
I do create installers, because they include everything that is needed for a "beginner" (using Windows) to start.
It is a full installer - you just need to download this one.
I know the screens and videos of the game (actually I should get it some when). The Warhammer, Doom and Warcraft/Starcraft were obviously were some sources of inspiration for my game.
The cursed is a hobby-project and of course no real concurrence to any commercial title. ;)
The used symbols in the game represent "evil" and "good". The pentagram is a strong symbol for evil and as the undead are also commonly seen as evil the pentagram fits perfectly imho. The same thing is true for the use of black and dark colors for the cursed units.
It is very interesting so see how some people react on a symbol that is more then over-stressed in many films and games though. Not to forget the Gothic and Metal bands and fans…
Don't forget the angels and werewolves. ;)