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  1. #1
    rstoner's Avatar Civis
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    Quote Originally Posted by ShangTang
    It's the K-K-K-K-KROGOTH!
    That's the one

    It's huge. I didn't even find it for a while, as it has its own page in the build menu.

  2. #2
    Darkragnar's Avatar Member of Ordo Malleus
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    Some more info from Gamespot.


    Taylor also demonstrated again for us the ability for players to give global "waypoint" orders to different contingents of units, such as naval, land, and air groups, to converge on a flashpoint at approximately the same time. We were also shown how the game will apparently follow the pathfinding course of individual units, with approximately traced-out waypoint paths (so, if you're the sort of obsessive player who must know whether your soldiers will go around the forest or through it, you'll be able to tell with this new system). Taylor reiterated, however, that Supreme Commander isn't a game about micromanaging individual units or focusing solely on tactical battles. To drive home this point, we were again shown a comparison of an incredibly huge battleship to a small squadron of medium tanks. The battleship had to have been at least 20 to 30 times the size of an individual tank, and as Taylor explained, the battleship's greatest strength is the incredible range of its main cannons (rather than simply being able to sustain more damage, as it might have been designed in a different modern strategy game), which would reduce the tanks to ash before they got into range. As Taylor put it, other modern strategy games tend to focus primarily on making games look nice, and on starting the action early; while those games might be about battles, he says, "Supreme Commander is about war."

    Perhaps the most striking example of what the studio CEO was talking about was the land/sea battle we then witnessed between two armies, as one invaded from the water while the other charged through a forest, knocking over nearby trees and setting the rest alight with weapon fire. Yes, individual units can be huge, but actual battles will take place between hundreds of different units that can be custom designed by "the one kid sitting in his basement in Utah who discovers something no one else has," as Taylor puts it. Apparently, the game has been designed from the ground up not only to take advantage of modern PC hardware, but also to scale well against differing hardware configurations. Taylor suggests that the game's largest maps will be on the order of about 6,400 square kilometers in size, though they can scale down for smaller skirmishes.

    However, if you, like Taylor, want to keep things big, you'll be able to take advantage of some of Supreme Commander's other unique features--dual monitor support, which lets you keep one eye zoomed in on one of the game's huge battles, and the other on a zoomed-out view of the world to keep track of larger developments in the war. And if you have a widescreen monitor and don't care to have the game's interface sitting at the bottom of the screen, completely stretched out, you can instantaneously reconfigure the interface elements to appear on the left side of the screen. Taylor expects that the inquisitive fan community will probably end up monkeying with the interface, among other aspects of the game, because, as the CEO hints, the game may ship with support for editing and modifying its content.

    Supreme Commander continues to be consistently huge and impressive each time we see it--and we'll probably end up seeing it at least a few more times before the game's eventual release in 2007.

    http://www.gamespot.com/e3/e3story.h...433&pid=928861
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  3. #3
    LSJ's Avatar Protector Domesticus
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    Default

    I have found fan-made patches that increase the unit limit a lot. The largest increase I found was 10 000 unit limit, for a ****ing huge map.
    Since no one will build and army that huge, its basically limitless.

    Multiplayer is great with these games.
    Hopefully this game will have some TA aspects like team warfare and FFA, and not have a hardcoded unit limit. Friendly fire makes it more realistic and challenging.
    The best aspect has to be how you only use energy/metal when building units or firing huge lasers. There is no upkeep!

    I love playing Total Annihilation like World War II, me being the Wermacht.
    Its so fun to have 300 bombers flying over the enemy's flak guns, with 250 fighters as support.
    I use hundreds of small K Bots like infantry, following the line of 200 heavy tanks.
    Blitzkrieg warfare is great in that game.
    Having bases with walls, metal barriers blocking tanks like those on D Day, coastal batteries, flakkers, and radars makes me feel complete. I don't like Starcraft-style bases.

    They better not let me down! I have waited years for a "sequel" to Total Annihilation.

  4. #4
    {nF}remix's Avatar Wii will change gaming
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    Default Re: SupremeCommander(Sequal To Total Annilation)


  5. #5
    Darkragnar's Avatar Member of Ordo Malleus
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    Quote Originally Posted by {nF}remix
    Oh man, its Utter chaos out there, nothing but TA style Chaos.
    now we just need a High Defination version of this then im all set to drool.
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  6. #6
    Spiff's Avatar That's Ffips backwards
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    Just saw the trailer, have to say i love it. Its great how at times it looks very very similar to the original (in a good way) while adding the extra freedom of the new engine at the same time if you want it.
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  7. #7
    Spiff's Avatar That's Ffips backwards
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    Quote Originally Posted by Darkragnar
    Oh man, its Utter chaos out there, nothing but TA style Chaos.
    now we just need a High Defination version of this then im all set to drool.
    Sorry for double post but i just noticed theres a high res version of the trailer over here http://www.gametrailers.com/gamepage.php?id=2765

    looks nice!
    Under the patronage of Tacticalwithdrawal | Patron of Agraes

  8. #8
    Carach's Avatar Dux Limitis
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    return of the forgotten classic.

    ta was always better than c&c - whatever incarnation.

    been drooling over the game trailer(s)

  9. #9

    Default Re: SupremeCommander(Sequal To Total Annilation)

    wow, just saw that HD trailer... 2007 is so far away....

  10. #10
    Drunken's Avatar Semisalis
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    Wow that video is amazing, if not a bit long to load
    The game looks like it would be the sort of game brilliant for multiplayer, like C&C games and other such games, more so than MTW2 may be.

    It all looks slightly unbalanced, what with the big spider killing many of the blue troops and the nuke at the end killing everyhting in sight, but I suppose that will be dealt with by how much they all cost.


    The whole things just emphasises how I definately need to upgrade my PC... if only I had the money
    Last edited by Drunken; May 26, 2006 at 06:04 AM.
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  11. #11
    God-Emperor of Mankind's Avatar Apperently I protect
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    Damn that trailer was awesome, really looking forward to this game.
    hehe looked like the blue guys got their asses kicked

  12. #12
    Carach's Avatar Dux Limitis
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    spiders with huge laserbeam things > all TB

  13. #13
    Opifex
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    Wow, nice trailer. Good old TA action!


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  14. #14
    Darkragnar's Avatar Member of Ordo Malleus
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    Default Re: SupremeCommander(Sequal To Total Annilation)

    **Update Time**
    From Gamespot.

    Supreme Commander wowed audiences at last month's Electronic Entertainment Expo, and the next real-time strategy game from Total Annihilation creator Chris Taylor came away with the Game Critic's Best Strategy Game award. Now Taylor's Gas Powered Games is busy working to deliver on the game's promise. Supreme Commander will put you in charge of one of three futuristic factions in the battle for Earth, though what makes Supreme Commander special is that instead of battling on small maps, you'll employ strategic skill as you command armies on huge swaths of territory that are thousands of square kilometers in size.


    The United Earth Federation is the successor to the Earth Empire.

    Over the course of the next few months, we're going to examine the game's three factions up close, starting with the United Earth Federation. We have background information about the UEF straight from the developers at Gas Powered, as well as a timeline of history. The game isn't due until next year, so make sure to check back with us regularly for the latest information on Supreme Commander.

    United Earth Federation
    The Earth Empire, which would eventually become the United Earth Federation, was the original society from which the other two factions (Aeon and Cybran) splintered. Its history dates back to precolonial days, when travel to other worlds was still but a dream. Through innovation, ambition, and desire, the Empire expanded its borders into the furthest reaches of the galaxy. Eventually, the Empire grew so large that it could no longer support itself; it fragmented and plunged into chaos and civil war.



    Only the core of Earth Command (EarthCom), the military arm of the now-shattered Earth Empire, remained to carry on the torch of a united Earth-descended government. It gathered power unto itself and eventually initiated a strategy to reunite all worlds under Earth's banner. As the United Earth Federation, it is driven to restore its former glory, pursuing the ideals of brotherhood, honor, and tradition--the virtues that once made it great. This time it promises to remain conscious of the lures of greed and corruption that led to the Empire's downfall by tempering individual ambition with a new, united camaraderie.



    You get a sense for the zoom factor in Supreme Commander when you pull the camera back for a wide view of the battlefield.

    Culture
    The average UEF citizen is not too different from a 21st-century American. They are artisans, athletes, craftsmen, warriors, and philosophers. They desire stability and order, but their ideas on how this should be achieved vary widely. Each has his own opinion on how the government should achieve its goals and whether or not the UEF even has the right to try and restore something that failed so long ago. Ancient religions are as varied and diverse as they were in prewar days and continue to be a motivating factor for many.



    Even if individuals differ in their political or social perspectives, the single most common trait shared by every UEF citizen is their sense of brotherhood and community. UEF colonists really band together when times are tough. Positively contributing to society and personal improvement is a way of life for UEF citizens. For this reason, UEF communities very rarely contain vagabonds and homeless individuals.

    Personality
    The UEF rulers are expansive, aggressive, and authoritarian. They believe that this is necessary to ensure galactic order and the common good. They are attempting to rebuild the Empire that fell at the onset of the Infinite War, and with memory of such dark times still present all around them, UEF leaders can be driven to justify extreme measures.

    Their main focus is their military might, and their prime virtue is order. They see nothing wrong with utilizing technology, including genetic engineering, to help achieve that lauded goal. Therefore, they still use large numbers of submissive Cybran workers, called symbionts in UEF space, which usually come from cloned stock and have been subtly programmed to be obedient to EarthCom. These symbionts are integral to a colony's survival and perform a variety of roles, from menial domestic laborers to technicians and scientists.

    Timeline
    Modern Day
    2005 - The United States aggressively pursues a program to put a man on Mars.

    2010 - Man sets foot on Mars using conventional rocket technology. The journey takes more than seven months.

    2015 - Several Earth governments begin construction of interplanetary "shuttles" intended to explore and colonize the solar system. Limited colonization takes place over the next 40 years

    2018 - Major understandings in quantum physics break open entire new fields of exploration, including applications in space travel.

    2025 - A single cesium atom is successfully transported 10 feet through a "quantum tunnel" in a laboratory. This is fundamentally different from the "teleportation" experiments done during the turn of the century, which merely "copied" matter. Using quantum tunnels, scientists actually transport the exact same matter to a different location.

    2032 - A milligram of iron is successfully transported to the surface of the Moon using the combined total output of 25 fission reactors.

    2050 - First successful living mass tests with quantum tunnel technology. First insects, then mice and larger animals are used.

    2055 - Monkeys are successfully "tunneled" to a receiving base on Mars. Human trials begin.

    2061 - A human team is deposited on Neptune's moon, Triton, using quantum tunnel technology. The journey takes .26 seconds.

    2062 - A research base is established on Triton to explore interstellar travel.

    Colonization
    2108 - The first extrasolar human colony is established on a planet in the nearby Alpha Centauri system. The enormous energy cost dwarfs any previous endeavors, forcing scientists to explore cheaper alternatives to sending large teams and their equipment such vast distances.

    2110 - Earth is united as a single government with a bold new vision of expansion to the stars. Advancements in artificial intelligence, nanotechnology, and biological engineering give rise to a massive colonization program using a new approach: To conserve the energy of transmission, a seed population of 1,000 bioengineered human DNA patterns is sent along with a single human sealed in a utility exosuit. Onboard nanofabricators are able to use mass and energy gathered at the destination site to construct an automated crèche for the development of the seed population. Raised by artificial intelligence and their own bioengineered skills embedded in their DNA, the colonists begin a rapid program of technological development and population growth to establish a quantum gate network between the initial three "alpha" colonies.

    2284 - The first 16 colonies, later known as the Prime Worlds, are successfully established. During the following century, the Earth government adjusts to remotely governing an empire of colonies connected by quantum gates. Over this period, it proves its ability to establish and maintain quick and reliable communication and commerce across interstellar distances, effectively govern across those distances, and militarily enforce its laws, trade, population, and social programs. Earth Command, the interstellar military arm of the Earth Empire, fully comes into its own.

    2316 - The First Great Expansion begins. All colonies of the Prime Worlds begin their own colonization. The Earth government further refines its use of social, economic, genetic, and political programs to maintain order and control. To keep pace with the rapidly expanding empire, limited-capability military suits are derived from the exosuits used in colonization. Instead of nanofabricating colonization equipment, these suits create limited autonomous military units controlled by a human commander. As such, lower numbers of EarthCom personnel are required to enforce order compared to the older "human-heavy" systems. Throughout the colonization period, EarthCom is called on to quell all manner of disturbances ranging from colony disputes to full rebellions, with minimal loss of EarthCom life.



    2525 - The Second Expansion begins. More than 110 colonies begin their own colonization efforts. So far, no intelligent alien life has ever been found; many now assume that there is no other intelligent life in the galaxy.

    2557 - A survey expedition to the distant world of Seraphim II, a promising planet more than 50 times the size of Earth, does not reestablish contact within the standard window. A routine follow-up expedition is scheduled.

    2590 - A second expedition to Seraphim II is sent, but also does not reestablish contact with Earth. Seraphim II is marked "hazard" and added to EarthCom's lengthening "investigate hazard" list. Due to increased unrest on the frontier, EarthCom does not send investigation probes to a hazard world for more than five years.



    Gamespot Article
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