It is the year 1973. The world repels the deployment of Yuri's Psychic Dominator network. To counter their efforts, Yuri's secret moon base decided to turn the most fearful force into a weapon: gravity. However, they did not expect the gravity distortions their experiments caused to be picked up by an outside force...

August 24th, 1973, went down in history as the day a huge orbital platform entered Earth's orbit from the hyperspace. No one knew where they came from or why they came here. But what the visitors did would never be forgotten. The platform deployed a huge cannon and obliterated the entire moon base, taking a large part of the moon with it. Earth was spared.

August 26th, a strike force and three scout teams left the platform for Earth. The first probe hit Johannesburg, South Africa, quickly subjugating the population and establishing a foothold. The second probe landed somewhere in Oceania, its fate remaining uncertain to this day. The third probe landed near Stalingrad and was destroyed by the Russians, who suffered heavy losses battling against it.

The main strike force landed near Chicago. Its sole purpose: annihilate all that stood in its way. The United States was unprepared for such a major force suddenly appearing within their borders. By the time responsive action was authorized, half of the States had been reduced to ashes. This left the Allies with only one choice: to cut their losses, evacuate, and leave for Europe to regroup.

The 26th will be remarkable for another event: when the outside forces entered the atmosphere, communications jammed, robots and drones turned against their creators, radio networks around the world went dead and satellites went missing. It was Doomsday in every way possible.

A new era has begun. An external force has descended to oppress all of humanity... The future depends on what the remains of mankind does next. It depends on you, Commander.

This is Attacque Supérior.

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Blog RSS Feed Report abuse Latest News: Five years anniversary - and an announcement

18 comments by GraionDilach on May 24th, 2015

This is a long post. If you're not interested in a summary of the past, skip the first part. If you're not interested in an amendment I take, skip the second part. If you're only interested in the future, read the third part.

***

So, AS is five years old. In these five years, I've seen modders coming and passing by, mods rising and falling, friendships and clashes, whatever currently happened in the community. I've seen and participated in the process of Ares breaking through the barrier of NPatch and I've seen how modders creatively use the possibilities included.

And I see how this creativity of this renessaince slipped away.

In the last year, the community became much more solid. There are no more groundbreaking ideas, no more talent, no more creativity... it just feels more and more dried out.

The motivation power of the modding community became nonexistant and in some cases particularly terrible. Seriously... in these days a completely incompetent attention-whore gets applaud and encouragement just because he's writing walls of texts without any result or meaning?

We're that point... and how to say, it has it's effect on AS.

That and another event in my life caused AS to be slowed down, and until a while I didn't even know what to do with it. You probably have realized it by now, that I ran out of niches for Oppressors. The whole idea of making Oppressors menacing was impossible because I ran out of logics - I overused everything YR and Ares made possible for all the human factions and a simple beamspam looks - not enough impressive, so to say.

I honestly didn't know what to do with it. Then a certain event happened...

***



If you are aware of my POV about some things I usually say, then you might as well aware of the fact that I had a very bad impression about OpenRA. Honestly, the first impression I had was an "aggressive, C# program, which doesn't even intend to seem like the old because it's easier to twist it to their own then to try to be as close to the original as possible" due to the PR disaster of how OpenRA introduced itself to the modding community. (TL; DR: it was a "you asked for RA? well we can do this, that and even that with such simply, don't bother with RA" everywhere, and well... seeing this more than enough was annoying... that disaster backlashed ultimately into the death of the classic mods and while I do see that it was a necessary task in OpenRA's development, the way it was announced was terrible and I'm quite rigid when it comes to such behaviour. Practically it hit my Berserk Button.) This happened like 2-3 years ago anyway and they got a lot better since.

I also know that I disliked the choose of C# because of Mono being lousy - but then Microsoft is releasing C# to Linux, so... that argument falls flat.

And I also know that I called OpenRA code as an undocumented spaghetti, but either I grow up to understand the principle, either in the last 1.5 years their code quality took ten levels in badass. Their modding documentation certainly did. Still, I give maximum 33% to these latter and more than 66% to the fact that I was the stupid.

In any way, this is a public apologize to OpenRA devteam due to 90% of the negative things I said about it. I still keep my opinion that OpenRA ain't the C&C equvivalent of OpenTTD due to the different history of the evolution of those programs - which if I remember well, was the main topic of our last clash.

I am also aware that in response, I was considered as a hater-without-reason - well, I favor compromises and that PR disaster was anything near such. And I'm rigid, so it takes me a good while to change an opinion. But I do acknowledge when I'm wrong, it just takes time.

So again - I was the wrong one for not realizing the effort that you did take your project serious and did accept the criticism where it was valid. You learnt your lesson after the lousy start and I was the stupid for not noticing it.

I'm sorry.

***



So Crystallized Doom is going for OpenRA. Well, little behind-the-curtains... after the post Astor made where he compared OpenRA to TS, he called me up and we started to look into OpenRA together. Until that point I thought I'm aware of OpenRA's capabilities.

I don't know how to say... do you know the feeling when you see an used car with a bit rusty bodywork, and when you open it's door and sit in, it turns out to be full extra with a turbocharger and an engine in perfect condition?

You don't? Well, sad for you, because it's the closest way I could describe. It can hit you. Hard.

So yea, I immediately realized that I owe the OpenRA team the above. And I should have done that probably a close year ago.

The main issue I feel at this point is that most of this potential is hidden. The main mods ain't rely upon it, and without ingame examples, it's hard to showcase.

However the more I tinkered, read for CD, the more I realized that they need a lot less time to catch up TS than what most people would expect.

And it's 80% possible that OpenRA would have already taken over in terms of features by the time I'd finish AS.

So right now, I am doing a slow concept of porting/reworking AS into OpenRA. I'm far from done yet - still being on Allied Tier 2 - and it'll take probably a month or two to finish the porting, but it might give me the creative boost I need to finish Oppressors.

It already allows me doing things I only dreamed of. Decoupling Jumpjet production from vehicles?! Reimplementing GLA salvage logic for Confeds?! Eltanin working as an ECM tank?! Fixing helicopters, so they will face the target during attacking, not relying on OmniFire all the time?!

You know what was the thing which sold me, anyway? Working disguises with AS's palette setup. I couldn't fix this in Ares and I was pretty certain AlexB wouldn't be interested in this one neither. And it has it. Already.

Of course, this doesn't come free. I am running into severe limits at some units - limits which while I do consider a stopper, I don't want to reveal here and now. Because I am also aware that these limits are not limits to the main mods and they don't really push OpenRA development further. To put it bluntly: I don't think if I'd open issues for them, they would get implemented, unless...

Unless I do it. It wouldn't be the first time I'd contribute to the platform my mod runs on.

So, the roadmap in my head at this point is the following:
- finish the conversion of the YR build as fitting as possible
- implement features, stuff into OpenRA AS depends on with the hopes that it'll pass their coding standard and gets merged in
- work on whatever remains

I also know that this will gonna hit development process hard. I mean... yea, probably no internal build for the next months.

On the other hand, after I get through the hassle of converting, the maintaince will be a lot easier... and OpenRA seems quite stable when it comes to maintaince, with a lot less issues caused by OS compatibility and such.

There is no point releasing something when all you could play it on would be virtual machines.

It might be a risk to give this change a go. It might be too early. But I'm willing to take this risk. Just since the time CD announced it's move, OpenRA got three features, and I don't know how many bugfixes. And that was just a week.

I want to finish AS. I want to make AS the thing I dreamt of five years ago. If that means dealing with a devil, fine. If I can manage to get it done by instead of dealing with devils, I acknowledge a huge mistake of mine - which I should have done unrelated to this anyway -, grinding my teeth for months then working on an open-source project which has a far more certain future than YR at this point, I consider myself a lucky person. And if it takes me five more years, then I put ten years to materialize my Magnum Opus. It took others more.

It already brought back the joy of modding. And I don't know what else matters.

I do acknowledge that this announcement might not be welcomed by everybody because this is my official resignation from Ares, but... I'm not interested in keeping a dead horse alive. Sorry, people. But for me, AS comes first.

Yours sincerely, Graion Dilach

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Post comment Comments  (0 - 10 of 68)
Meyerm
Meyerm May 27 2015 says:

And also, is there an in-depth description of every faction somewhere?

+1 vote     reply to comment
GraionDilach Creator
GraionDilach May 28 2015 replied:

There isn't sadly.

+1 vote   reply to comment
Meyerm
Meyerm May 25 2015 says:

OpenRA? Unless OpenYR has all the same customization features (resolution, show hidden units, etc.), I don't think moving to OpenRA is a good idea.

+2 votes     reply to comment
GraionDilach Creator
GraionDilach May 25 2015 replied:

It's made with high resolutions in mind (default resolution is the monitor's resolution and there's a double-all-pixels-option if it turns out such resolution renders the assets unplayably small). It also doesn't hardcode the menu to 800x600.

You have a point with "Show hidden units". I'll add this to my to-do list. (Truth to be told, they don't have a proper z-axis atm.)

I'll look into how to add custom checkboxes to the UI, but it's much more customizable than RA2's tbh. It can have advanced gamemodes or tech level dropdown list for certain.

Pretty certain most of the issues will get tackled anyway during the creation of the proper TS branch of theirs/internal AS testing.

+2 votes   reply to comment
Meyerm
Meyerm May 26 2015 replied:

But will "show hidden units" be optional? My main problem with openra is the lack of customization. Not as many setting options as the original games. I like playing in the lowest res because you can see all the models better.

+2 votes     reply to comment
GraionDilach Creator
GraionDilach May 26 2015 replied:

The veryfirst games had little to no customization, neither. Besides, I do want to reach the level of the CnCNet5-equipped mods at customization/gamemode settings ultimately.

I do agree that, for example, right now you can only change fullscreen resolution in the config file without the UI might not be the best idea neither, but you had to do this with RA2/YR before Ares times as well (unless you used -hires, but that was unavailable for MP).

And honestly, any flaw OpenRA has is still easier to get fixed in the code than a flaw of equal size in Ares/YR after I'll get used to it - you're not limited by the binary anymore.

And as a programmer, I can fully appreciate that.

TL;DR: Take my word: I'll investigate the UI concerns in time.

+2 votes   reply to comment
Jason_Zombolt
Jason_Zombolt May 24 2015 says:

Something I wanted to know for a bit, but felt stupid to ask...

How do you pronounce your mods name?

+1 vote     reply to comment
GraionDilach Creator
GraionDilach May 25 2015 replied:

Youtu.be should answer your question.

No need to feel stupid, I'm a fan of crazy pronouncing.

+2 votes   reply to comment
Jason_Zombolt
Jason_Zombolt May 26 2015 replied:

Thanks!

+1 vote     reply to comment
unknown_men
unknown_men May 4 2015 says:

When this great mod release. Mr. Gyula

+1 vote     reply to comment
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