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The Civil War Rts - Now Os


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#1 Qwertyman

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Posted 20 October 2005 - 12:05 AM

UPDATE: I found my USB key up against the baseboard under my bed :huh: . Anyway, I was rebuilding the game engine, and this is the updated, slightly more efficient source. In addition, there is a more robust cannon engine. I'm releasing this source as-is, but if you have any questions, feel free to post them. Do what you wish with it! If you do use a part of the engine, be sure to put a line of thanks in your game info.

Download the source here

-------------------------------------

Some of you might remember Antietam, an RTS I made for school last year. Well, I thought I might like to complete it.

Cloak and Dagger Games, in collaboration with xlilwill5x, proudly presents:

THE CIVIL WAR, a battlefied tactics RTS

File size: 2.9 MB
File type: .zip/.exe
Changes Screen Resolution: No
Version GM Used: v 6.1, reg

This is an RTS that will recreate many of the historic battles of the Civil War. Its main engine doesn't revolve around unit upgrades and building construction (this IS the Civil War); rather, you must utilize successful battlefield tactics to defeat your opponent.

Basic controls are:
Left Click to select units
1, 2, and 3 to select movement option (1=Go to point, 2=form line, 3=March)
Ctrl to see unit's range
Shift to select multiple units
Q to retreat
O and P jump to previous and next levels, respectively
B, N, and M adjust options in the options menu

Blue Squares represent high ground

You can hit F1 during gameplay to bring up the game information console.


New screenshots:

Posted Image

Posted Image

Right now a lot of the GUI's are not user-friendly, but I will change this later.

This game is very comp hungry! Some suggestions on speeding up the gameplay:

1) Exit out of any other programs before running The Civil War RTS
2) Run the game in full screen mode
3) Change the graphics options in the options menu

You can download demo 7 here:
The Civil War RTS

Mirrors:
Civil War RTS Mirror 1 (.zip)
Civil War RTS Mirror 2 (.zip)

Forgot to include the text files with the download. Sorry! You can grab them here:
http://www.uploadtem.../1154350163.txt
http://www.uploadtem.../1154350207.txt

You need both files. Just make sure to save them in the game directory.


Please posts any criticisms or suggestions you might have.

Thank you,
Brian Dolhansky

Edited by Qwertyman, 27 March 2008 - 06:33 PM.

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#2 xxdemzxx

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Posted 20 October 2005 - 12:19 AM

Posted Image
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#3 cyberdudequestor

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Posted 20 October 2005 - 12:45 AM

Massive battles are fun to watch, so you need to continue this. You should find a way to make it more interesting. Powerups are always the simplest quality booster. Think of something original to add or make creative powerups.
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#4 BBaller

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Posted 20 October 2005 - 12:49 AM

I think you have a good basic engine down, and it can only improve with time. I think you should be able to select one unit at a time, and the rectangle should be drawn above the unit sprites. Let me know if you need some help with graphics, as the grass tile can be improved. Another suggestion is to show a little HUD arrow indicator on the side that you are scrolling on.

I think if you make this as historically accurate as possible and include details on each actual battle, it will be really great. After the player wins a battle, you might want to show some info on how the battle actually played out in real life, as in what tactics were used (if possible). I like RTS games, and I hope you keep working on this.
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#5 Qwertyman

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Posted 20 October 2005 - 12:55 AM

Sure, BBaller, I'll accept your graphical know-how. Just pm me with details, and we can work something out.

About the individual unit selection, I tried just putting this code in both the left pressed and left button events:
selected=true

But the unit would only stay selected for as long as the mouse button was depressed. I'm not sure how to solve this, but I'll work on it.

About the historical accuarcy: In the original RTS I made, I scanned in several maps from my history book to show the actual battle. This gave the user a general idea of what tactics they might want to use. I'm trying to simulate as close as possible a real Civil War battle, so if any one has any additional historical know-how to share, please do.
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#6 agent1786

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Posted 20 October 2005 - 01:13 AM

suggestion: slow down the instance speed... it seems a little too quick - given the fact that if these are "real" soldiers, they need to be a little slower to compensate for the amount of gear they are holding.

also, maybe make units become even slower depending on their health... the lower the health - the slower they are...
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#7 Qwertyman

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Posted 20 October 2005 - 01:18 AM

Ok, good suggestion agent! I'll factor that in.
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#8 Zarthas

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Posted 20 October 2005 - 01:24 AM

Pretty neat, It didn't lag near as much as the Antietam engine did. But you must make bayonette charges! And don't make them fire so fast... they're early rifles after all. But I guess we don't want to wait two minutes for them to reload >_> But yeah, you could make them fire a little slower. And while you're at it...perhaps give them a chance to miss? Going over the enemy's head and stuff. You may not want to be this techincal though :P

Also, everyone loves cavalry. :huh:

edits:
Hey, I found this about the southern cavalry:

The rebels favorite weapon was a sawed-off shotgun loaded with buckshot, a formidable weapon throughout the war.

Would be really cool ::lmao:: I've read that the northern cavalry mostly used sabers and carbines.

Edited by Zarthas, 20 October 2005 - 01:37 AM.

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#9 Qwertyman

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Posted 20 October 2005 - 01:37 AM

Yea, I never thought of calvary... that would be pretty sweet. This is an unintended result, but sometimes the units miss if the unit they are firing at is moving... But I could put in some code to make them miss intentionally.
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#10 Zarthas

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Posted 20 October 2005 - 01:40 AM

Cavalry rule, and could you make them run by and slash, then run off, turn around, and come back and slash again? It would look awesome :huh:
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#11 sn0wb0arder381

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Posted 20 October 2005 - 01:40 AM

Nice WIP. It still needs work though. It is WAY too hard. I cant even come close to beating it. Also the snipers should be able to be caught after a few shots not being noticed.
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#12 candc32

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Posted 20 October 2005 - 01:43 AM

how are you suposed to download?
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#13 Qwertyman

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Posted 20 October 2005 - 01:49 AM

Good point, Snow. I don't think soldiers would stand around getting shot. Maybe I should make soldiers scatter if they are shot at by a sniper, and if one finds the sniper, they could all rush to it. That would be some interesting group AI.

And candc32, just click on link, then click download.

Edited by qwertyman, 20 October 2005 - 01:50 AM.

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#14 candc32

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Posted 20 October 2005 - 01:52 AM

it only refreshes it
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#15 {ELEMENT}Thunder

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Posted 20 October 2005 - 01:52 AM

its good
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#16 Qwertyman

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Posted 20 October 2005 - 01:54 AM

Candc32, enter this into your browser:

http://www.upshack.c...hp?f=200510/The Civil War.zip&hs=10f63d07cec672992cd8ea3caf9fef18

and

its good


thanks!

EDIT: Ok candc32, that doesn't work. Just click on the link, then click Download 200510.

Ah, the error I was talking about showed up when xxdemzxx was playing it. I don't really know how this is occuring, because I don't know why the object is still executing actions even when it is destroyed. If it's still alive and performing alarm actions, shouldn't it also recognize its own x?

Edited by qwertyman, 20 October 2005 - 01:56 AM.

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#17 sn0wb0arder381

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Posted 20 October 2005 - 07:54 PM

Massive battles are fun to watch, so you need to continue this.  You should find a way to make it more interesting.  Powerups are always the simplest quality booster.  Think of something original to add or make creative powerups.

<{POST_SNAPBACK}>

Please do not add powerups.... This game has a TON of pontential. I believe powerups would destry the reality of this game(i like war games that are believable)
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#18 Zarthas

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Posted 20 October 2005 - 08:20 PM

Ah, that bug came up. You realise it could be talking about nearconfed.x don't you? Have a check to make sure that nearconfded exists just before that statement.
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#19 Cdaghostie

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Posted 20 October 2005 - 08:21 PM

1. you say ur having a few problems
check my lib out its not done but i plan for a really nice update to make it run a heck of lot faster this weekend
2.looks nice can't dl it for some reason host it with another server like rocketsoft
3.suggestions:
possibly height abilites.

laying down- slower
45% less chance of being hit
90% accuracy
50% less damage

standing- fast
30% less chance being hit
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#20 buji_ryu

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Posted 20 October 2005 - 11:43 PM

nice i likey the start, yea theres an error though when you lose, I never did win :D anywho, you should make it more tatical you pretty much charge ur soliders in and see wat happnes... lol but a nice start

you really are seeing more RTSes these days
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