I love RTS games! Especially C&C
Established by the Karjan government as an extension of FutureTech Aeronautics, which previously only manufactured existing designs, it is the force behind FutureTech's ever popular and highly held indigenously designed military and civil aircraft. Setting standards for aircraft design all over the world, the bar it sets proves too high for all others that strive to reach it, despite their persistence. All of the Aircraft used by the Karjan Armed Forces have been designed or reviewed by the brilliant minds of this organisation. No aircraft is put into use by the government of Karjah without the approval of the Karjan aeronautics design bureau. While some complain of monopoly concerns, it remains to be seen whether any other company can surpass the premier design outfit in the country, let alone usurp its position as the reviewer of government aircraft.Constantly pushing the envelope of aircraft design above and beyond that of the most celebrated of foreign companies, it is widely considered to be the best in the world. However, the aircraft designed and produced by the company are exclusively for the government of Karjah, without exception. The company and the government zealously keep their designs and technology out of everyone else's hands, lest it be used for nefarious purposes.
The FutureTech Aeronautics Design Bureau is hosting a naming competition for all hideously named aircraft, especially those with initials for names. The winners will be given permission to use their designs for their own purposes, provided that they give credit to the FutureTech Aeronautics Design Bureau for the work, and their name will be chosen for the aircraft.
Indigenous aircraft design descriptions have been updated, FutureTech Aeronautics Design Bureau invites all members to view this new information prior to making suggestions for names for these crafts.
Part of the series on Karjah : Release designation PH1
The earliest recorded event of our history is many thousands of years ago, virtually at the beginning of time. Oh, I have forgotten to introduce myself –I am the newly chosen historian for the Karjan people, chosen by the leader himself. I have taken it upon myself to write in as much detail as possible the history of our people, from the known past to the present, for the entire world to see. I shall now present to you the complete history the Karjah, a story of unity. It is my hope that the work is completed in my lifetime, but if not, atleast that it is completed. It has been written in the common language for ease of understanding.
It began with a lone family of four, or so the story is told. They had not any names, for there was yet no real reason for them. They communicated using grunts and crude hand gestures, some of which became an influence on our language. A Father, a mother and their two sons composed it. They had been wandering around the land, picking berries, fruits and other plants as they found them, occasionally finding a fresh carcass if they were lucky. They learned what could and could not be eaten from observing animals and what they ate, but even some the animals could eat, they themselves could not eat, and would cause stomach aches, though they did not what these were and why they happened.
It seems one day as they moved along, they found a lush area (what we now have deduced to be the site of the great city of Iyanki , the city of light, although then, they had no idea), full of berries and fruits, complete with flowing water. They took what they needed and looked for a place to settle for the night, but there was no cave nearby. They decided to settle under a tree for the night, under shelter of a great tree, with long thick branches and broad leaves. As the day grew dark, they noticed a very faint glow from the leaves on the tree, but did not know what to make of it. They fell asleep under the dreamy light, and they had pleasant dreams indeed, of fresh carcasses and sweet berries, and other good things as they knew so far.
They awoke the next morning to a sunrise, and as they prepared to leave, they saw that there were still many plants with berries, so they quickly decided to stay there until a time as such when the food ran out. Little did they know, it would never happen in their lifetime. As the days passed, they became more aware of the glow from the trees, and they believed the light to be of an unnatural origin, for they did not understand it and they thus called the trees Iyan (the first word in our language), or light-bearers. As you know, that is our word for light, and this is its origin, the trees of light of old.
They found that shelter under the tree was inadequate for protection against the weather, especially the rain. They found dead branches strewn around, and after many tries of putting them together so that they would stand up, they built a tepee-lean-to hybrid against the tree. They found soft mud near the river, which they found hardened when dried out in the great sky light. This was not the best defense, because it turned back to what it was. It was used because it helped against the morning dew. They did find, somewhat accidentally, that squeezing certain berries into the soft ground made it into a gooey paste that grew harder when mixed with more water. They put this on their shelter and it protected them from the rain.
They learnt to farm berries and fruits, as they saw that the hard uneatable parts of the fruits that fell into the ground grew into new trees that bore yet more fruit. The land was lush, and the food was plenty. The family lived a luxurious life for their time.
Their next encounter was with fire. It is recorded that they observed a lightning bolt strike a dead tree and set it alight. They set out to get closer, and the elder son’s hand got burnt. They become afraid of it and stayed as far away from it as possible. There was another discovery however, as the burning tree fell onto a deer that was nearby, killing it, but also cooking it. They did not venture to the carcass till the next day for fear of the fire. The family found that the “burnt” meat tasted better, and there stomach did not protest as usual, and knew in their hearts that fire may be a good thing when controlled, if that was even possible. They did not know how to get close to the fire to cook meat, so they threw the meat onto the fire when possible, and hoped that the fire went out before burning the food.
On a day of the full moon, another group of people came, and like this family before them, saw that the land was lush. Another thing they noticed was the abundance of animals to eat. They saw this because they hunted for sustenance. The lands they had travelled through were barren, and the few fruits and herbs they found were half eaten by the animals of the region, which also struggled to survive. These animals were relatively weak and easy to catch or kill with the crude bows they had learned to fashion from young trees and the sinews of animals they killed. This was an improvement from the rocks they had thrown and the branches they used to beat the animals to death. They learnt to make bows as they saw stones bouncing off the tendons of the animals, and from seeing that young tree branches, where they could find them, were springy. This land was flowing in food, and they thought they could settle here.
The new and rather large group – a result of learning to hunt together for safety and to increase the chances of catching food – came across the family already present, who were pleasantly surprised to see others in such large numbers. They could not communicate effectively, but since there was time, space and plenty of food to go around, this large group settled near the family, showing them how to
Over time, they developed a system of communication, first with rudimentary noises and hand gestures, and as these evolved, a more complex communication emerged, based on colloquial sounds to form a language. The hand gestures started to fade into obscurity, as they were only used for discrete and long distance communication while hunting and gathering. The language then would not be recognizable to our people today, although there are similarities which form the basis of our language; they are not like our language in the vocabulary. With language came the identifiers, for objects and for people, due to their numerity. The first family were given names to respond to and be identified with. The family were known as the land-livers, or foragers, and the father’s name was First Father in the common language, and the mother’s First Mother. The sons were also given names, the elder’s being Black Hand and the younger one was known as Finder, for he found many different plants to eat.
The last newcomer to this somewhat eclectic group of settlers was a lone straggler, battered and bruised at her arrival, but with knowledge of fire. She explained that the rest of the peoples he was with were dead, and she only just managed to get away. She was very weary, they fed her and laid her to rest, and those who knew death made preparations for her body to be disposed of prematurely, for fear of her seemingly impending doom. However, he made it through the night, and she recovered over the next few days. She told them of the demise of her fellow scavengers, how they learned that the wild and fearful beasts were afraid of fire, their knowledge of making crude spears for protection for their long reach advantage. The most important thing she taught them was how to start a fire from dry wood, and to keep it tame, so that they do not get hurt. The main reason for the death of her fellow people was the dangers of fire and the pain they went through learning to tame it, as they tried to protect themselves. They hurt themselves that enough were incapacitated to become a liability, and as they were ambushed, there were not enough capable ones to defend the group. Only the survivor managed to run away after realizing it was a lost battle, cut all over, and fear of the unknown, with no one by her side.
This was the beginning of the first Karjan community, at the site of Iyan, but they were not known as such yet. The small community numbered 13, and in that age, it was a sizeable number, but it would grow greater still. Together, they would become the great people we are now. You may ask how I know this, because not of this has been recorded directly. I take it from the records of oral tradition, after the art of writing had been invented. It may not be verifiable, but what is history without a little mystery? It only serves to bring about theories of great myths, and that is to our benefit, is it not?
As I said before, I'll be starting a project to write a possible storyline for the game I have in mind, that I wrote about previously. I apologise for no outlining it clearly, and I hope that the forum thread I started will help clear things up a little more.
The first post is entitled: Prologue to Karjan History.
If nothing else, I hope you enjoy the short story.
Please feel free to give me ideas and feedback in the comments, even if all you have to say that my writing is bad.
I will be starting a new project, the fruits of which you will have to wait atleast a few months to see if at all. It is a possible storyline for the dream game I described a few days ago in a post. During the wait, I will be studying and researching the history of humanity, specifically the advancement of technology. Any helpful pointers would be appreciated, as would relevant links. I will try to make drawings, but I am better at writing than drawing, so don't expect anything, unless someone in the moddb.com community volunteers to help me, which would be a great help, if anyone's up to it.
I plan to lay it out in what I expect to the be perspective of the player in the game. There may be some discrepancies, but I hope they can be overlooked and forgiven. It will start in pre-stone age times, when individual families wander around the planet foraging. That's what the plan is at that point. I don't want to start as the player controlling a cell, because that's already been done in Spore, and I don't want to spark a creation/evolution argument. This will also make it easier for me to pick up and develop as a story.
The game would be about creating a history, so this story would would be one of many possibilities, if such a game were to be made. I hope people look forward to it, and if not inspired, atleast that you'll enjoy it. I'm not making any promises though about the finality or what you will see or if you will see it at all though. I don't know what to call the project; does anyone have any ideas?
Whenever I play games, I generally play the single player aspect of the game, and I generally follow the plot-line quite closely. Some plots were good, others were decent, or worse - bearable. This is mainly because until recently I have not had a good enough internet connection to play online multiplayer.
For me, the storyline is the main part of the game. I generally don't care about the gameplay, unless it is broken, and renders the game unplayable. I think video games are an amazing medium to deliver very engaging storylines. I personally think strategy games deliver the best experience, but I mainly play strategy games, so I'm biased. I love a thrilling story plot.
The most immersive storylines I have encountered are those of Red Alert 2, Tiberium Wars and Final Fantasy VII: Crisis Core. While the C&C games have a fictional setting, they are not over the top, and the presentation is really good. I mean, Red Alert 2 even integrated the storyline into the installer! How awesome is that? I have not come across another game that has done this, please let me know if there are other games out there that do this.
I feel that the Tiberium Wars storyline is a masterpiece. The interweaving of faction perspectives at different points is quite brilliant, and the expansion pack story only adds to it. I love that all factions' sides of the story are canon, instead of only the "good guys'" version being canon. This was started in Generals, but after Kane's Wrath, it was unfortunately stopped. Apparently, Tiberian Twilight also had both sides canon, but what I read about seemed quite incoherent and didn't quite make sense.
Nowadays, I don't see any strategy games that deliver plots quite so well. FPS games seem to be the main genre of games that tell enchanting stories. Has story-telling in strategy games become a lost art? It looks like it.
I would really like to be proved wrong, and I'd like to see the unknown strategy games that tell a good story. So please let me know of games that tell a story. Also, what genre of games do you think is especially suited to storytelling, and why?
I have seen games where the protagonist is someone who is living in a dystopian world. They are breaking out of the mold and you guide them through the process, eventually "liberating" the society from the oppression they face, or, starting the collapse of the regime.
However, looking around me, observing cultures, I see that some cultures could be viewed as others as dystopian, yet the people within the culture are totally fine with it, and don't really think much of it, unless they have grown up outside it. It may be a case of things taken too far, or just a culture that is too rooted in tradition for outsiders.
While I don't support Communism, I think the idea of total equality is good one, but it doesn't work, and won't, unless everyone suddenly decides to become altruistic for the rest of their lives; selfless, and working only for the good of others. But even then, some people would find that hard to live with. That would be dystopia for them.
What if there was a game where you, the protagonist, has the perspective of the people ruling this sort of regime, and your job was simply to keep it going? If the immersion was good enough, people wouldn't question the role they play, and may even come to accept it as utopia.
On a side note:
I updated my profile header. I created it while playing around with Paint.NET and stock images, and it's a Halo scene. Does anyone have any suggestions on how to make something more original? I'm not terribly creative.
Many of you have probably wondered what it would be like to combine several games together, or
even wished for these combinations. Better yet, some of you may have even started your own projects based on those ideas.
I have varied tastes, and I have played games from several different genres, but I find RTS and city-building games the most alluring. So, I thought about taking elements from several different games (Mainly Strategy games) and stringing them together.
I usually don't like open-world games, especially not RPGs, but I take exception to minecraft. It fuels creativity, and I want to take parts of it as the basis for my new ubergame. Mixing in a little bit of Kerbal Space Program physics, something more interesting starts to form. Add on the city construction from games like Pharaoh with the construction mechanics of Age of Empires, then you can see where this is going. Throw in the tech tree from Civilization, and the empire mechanics of the campaign map of
Empire Total War, sans all violence, you have a chance to create an entirely new civilization, and shape their entire history. While I recognize this is similar to Spore, I must point out that Spore doesn't quite have the complexity of what I have in mind. And another thing, it all takes place in real time, but there is the option of time warp.
What do you think, would it be too complex? Do you think it can make it out with minimal violence? Granted, this would be extremely complex and exceedingly frustrating to create, but I think it would also be extremely rewarding. It could also help with AI research quite a bit. It would take a monster of a computer to run, though.
I'd like to think that it is possible that it will work, because I have so many ideas to expand it, and make it more complex, approaching something like Second Life in real world recreation, but at the
same time, making easy enough for average n00b to catch on and be hooked, and to form a vibrant community. Does anyone think it could work? Would anyone like to start on a basic project to bring this...smorgasbord to reality?
With this post, I'm not trying to push anything new, but rather I'm trying to understand the topic for myself better. So please correct me if anything I say is wrong, or even if you think it is wrong.
Looking back at my previous post on Psygnosis' Metal Fatigue, modularity features heavily in the design of combots, with the parts even being interchangeable with parts from other factions' combots! However, in this case, it seemed that modularity wasn't taken full advantage of. There wasn't much versatility in weapons in type of damage, just that more expensive parts damaged opponents more. There was the occasional flight legs and torso that made it more interesting, but they were more of a gimmick.
Modularity allows high versatility, and is very prevalent in the modern world, especially in computers, but only if the connectors are standardised, which brings me to post this:
About 300 years ago, there was little interchangeability, of at all, but the situation has improved a lot since then. Take Project Ara for example, less than a year ago, a modular phone was a idea of dreams, but now someone is bringing an idea to reality. It all depends on standardisation though.
What I want to propose through this article is a faction that is highly modular, where the function of every unit or building is determined by the modules it has attached. Or has this already been done? What do you think of the idea? As you can probably tell, this was inspired by my experiences with Metal Fatigue.
I don't remember exactly when I came across RTS games, but I do remember that among the first ones were Tiberian Sun, Age of Empires, and a seemingly obscure one called Metal Fatigue, by Zono Incorporated. It seemed to me, quite revolutionary and novel at the time, but having looked it up again after a while, it's not quite the revolution that I thought it was, seeing as so far, I have not seen any of its features in any other games, except for those in the vein of Earth 2150, which I doubt took inspiration from Metal Fatigue. (Correct me if I'm wrong). If you need a little memory jog, here's the cover art for the game:
I don't know if anyone else remembers this game, or has played it, but to me, it was intriguing experience, with the configurable combots, the three layers of the map, and the carryover experience. Those were the highlights of the game, but in a time where it didn't stand out, not implemented to take full advantage of these advances (As far as I'm aware, the different parts didn't make a difference in advantage against the enemy other than more expensive parts dealing higher damage, but that's just me), as far as I know, they have not been assimilated into other games. I'm not trying to revive a following of the game, if there ever was one, and I'm not reviewing it (for a review, IGN has a good one).
What I am trying to do however, is flesh out the best bits for a future project, where I may start on my idea of a really good video game. If anyone has any suggestions as to how any of those formerly innovative ideas could implemented and utilised in the best possible way, please tell me.
Hey People, long time no see. I finally got around to scanning another one my drawings, and it's the first one ever that I drew. It's based on the Ironside Experimental Troop Transport (IETT) from C&C3: Kane's Wrath:
I thought it was quite cool when I came across it, but I didn't really pay any attention to it, since I was playing the game and more focused on whisking professor Giraud away from GDI. Then I came across cnc.wikia.com, which had a lot of details about it that I didn't know, and it really piqued my interested. I thought about how I would change it according what I thought was better, and I came up with this:
I didn't know what the claw things were under the wings, so I got rid of them and replaced them with module fittings where different modules that had specific purposes could be attached. For example, if a mission required that it fly a longer distance than the craft could hold fuel, a fuel module could be attached. Or if it required carpet bombing an area, then bomb modules could be attached, or for a mission that required paratroopers, a module for paratroopers can be attached. As you can probably tell, I envisioned it to be a versatile and powerful platform that can be modified according to mission requirements. The wing tips could also support two more engines (not the over-sized ones currently present) if needed or missiles. Two small modules and two large modules can be attached under the wings, but you have to attach one on both sides of the same size, to balance the weight across the aircraft.
However, this being my first concept that I drew, it obviously has flaws, more than all my later drawings. The most concerning one would be the weight of the modules, which may cause the wings to sag too much. I don't know of any other flaws, but it would be nice if someone could point those out to me. I love aircraft, and learning about them, so it would be appreciated. I would also like to hear any suggestions about how it could be improved, if at all, such as would a hybrid wing design be better? And lastly, It doesn't have a name, and I don't know what it to call it, and I would like suggestions for that too. Otherwise I'll probably just call it: "Flying wing concept study", if that's acceptable.
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