[NOT YET UPDATED!!!!] Galactic Annihilation - Released!

Discussion in 'Mod Discussions' started by stuart98, May 24, 2015.

  1. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    [​IMG]
    Image by KillerKiwiJuice

    Galactic Annihilation requires Planetary Annihilation Mod Manager in order to be downloaded. Download PAMM here.

    It is time to take PA to the next level.

    Galactic Annihilation aims to rework PA completely in order to create a deeper experience with far more fluidity and strategic and tactical depth than can be found in the vanilla game. Galactic Annihilation brings to the table the largest unit roster yet seen along with re-introduction of game mechanics found in Total Annihilation such as death damage for all units, wreckage and reclaim being important, and the majority of weapons being layer neutral (Can attack any layer). Our goal is to be as strategy neutral as possible while expanding meaningful micro and cutting out the unfun bits while adding in awesome new stuff such as megabots.

    [​IMG]
    Because every mod must launch with derpy looking text made out of experimentals. :)

    What's that? You want a pic of explosions? Fine.

    [​IMG]

    GALACTIC ANNIHILATION IS OUT!

    Starting today, you, your friends, and all of the users of the internetz that have planetary annihilation can experience the ultimate PA mod: Finely tuned balance, lots of new units each with a role, more strategies, experimentals, and gameplay retuned to provide the most fun experience possible, Galactic Annihilation promises to deliver the ultimate PA experience. Download from PAMM now!

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

    Our Unit Guide

    -----------------------------------------------------------------------------------------------------------------------------------------------------------
    Screenshot of the Day!

    [​IMG]

    An Eviscerator Mobile Turret. This heavy bot is equipped with a terrifying array of four heavy lasers, giving it extremely heavy damage and decent range while its heavy armor allows it to tank hits. It is however slow, expensive, and has less range than the cheaper Heavy Laser Tower.

    Previous Screenshots of the Day:


    -----------------------------------------------------------------------------------------------------------------------------------------------------------
    The Team
    @stuart98 - Design Lead, Balance, Documentation.
    @KillerKiwiJuice - Effects and Promotion.
    @zx0 - Models, Textures, Animations.
    You? - Tester, Assistant Design, AI Specialist, Galactic War Specialist

    If you are interested in any of those positions, please send a PM to @stuart98 explaining what you would bring to the table.

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

    Special Thanks
    @dom314 - Naval Trails and Green Fab Spray
    @Alpha2546 - Naval Trails and the Ant Projectile.
    @Diaboy - The Artemis model.
    @emraldis and @mgmetal13 - For their work on Orbital Warfare Overhaul.
    @nicb1 - The Eradicator model and his work on Orbital Warfare Overhaul.
    @squishypon3 - For her work on Statera along with the models for the Light Missile Tower, Obliterator, Striker, and Dragonfly.
    The RCBM Team - @KNight, @nanolathe, @YourLocalMadSci, @liquius, and @zweistein000 - For their work on RCBM.
    @tHeTrOpHySyStEm - For his work on Statera/Naval Redux.
    @Quitch - For creating the Queller AI, which is used as a base in the mod.
    @moldez - For their work on Transparent Strategic Icons, which was modified for use in this mod.
    @wondible - For creating the Reclaimable Features mod, incorporated into Galactic Annihilation.
    You - For your support and willingness to participate in our (sometimes broken) test games.

    Thank you!
    -----------------------------------------------------------------------------------------------------------------------------------------------------------


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


    -----------------------------------------------------------------------------------------------------------------------------------------------------------
    [​IMG]
    Help promote the mod! Add this to your signature!
    Code:
    [url=https://forums.uberent.com/threads/announcing-galactic-annihilation.68872/][img]http://i.imgur.com/Ewnec9c.png?3[/img][/url]
    [​IMG]
    Code:
    [url=http://www.moddb.com/mods/galactic-annihilation][img]http://button.moddb.com/popularity/medium/mods/27637.png[/img][/url]
    Last edited: August 17, 2015
  2. optimi

    optimi Well-Known Member

    Messages:
    572
    Likes Received:
    652
    Ooooh. Consider me hyped.
    tesseracta, stuart98 and timp13 like this.
  3. Nicb1

    Nicb1 Post Master General

    Messages:
    1,010
    Likes Received:
    1,286
    Well took your time to reveal Galactic Annihilation. All that hype :)

    Honestly I'm looking forward to actually giving the latest build of your mod a try.
    Also quick Q did you end up managing to implement the experimental tank I sent over?

    EDIT:
    Also interested in the fact that you allow all weapons to target every layer. Miss that from the TA days.

    EDIT2:
    With your sig for the mod, I suggest making it more landscape instead of square since that tends to look a bit nicer. If you want I can look into that for you when I have a bit of time on my hands. Only problem being is I lack the Galactic Annihilation title/font.

    EDIT3:
    Oh just wanted to point out. Credit if you are using the model still :)
    Last edited: May 24, 2015
    stuart98 likes this.
  4. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    According to ZX0 PA models can only use four independently aiming turrets, and your model had five. The one that I'm using currently is working alright so I don't see a need to either kill WYSIWYG or change the model to not exceed four independently aiming turrets.
  5. Nicb1

    Nicb1 Post Master General

    Messages:
    1,010
    Likes Received:
    1,286
    If you are still interested in it, I could change the back two turrets to two static missile silos instead. That way animation/visual targeting is not required but WYSIWYG isn't thrown out the window. (So think something like the missile launcher from the stingray).

    Anyway point being, if you want me to modify it let me know.
    stuart98 likes this.
  6. ripperx69

    ripperx69 New Member

    Messages:
    24
    Likes Received:
    3
    Please tell me this can be for Galactic War too?
  7. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    Making it for the Galactic War as well would be nice and I'd prefer to have it be supported, the galactic war is pickier than normal server modding and time spent on it detracts from time spent on the base mod.

    @nicb1 Sure, go right ahead.
  8. squishypon3

    squishypon3 Post Master General

    Messages:
    7,971
    Likes Received:
    4,356
    Bit of a nitpick, but I think the picture would look better with the G to the left and A to the right... -w-

    Still, interested to see how this works out!
  9. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    I can second this.

    Though I'm proud all in all to see my photoshop has pleased :)
  10. killerkiwijuice

    killerkiwijuice Post Master General

    Messages:
    3,879
    Likes Received:
    3,597
  11. stuart98

    stuart98 Post Master General

    Messages:
    6,009
    Likes Received:
    3,888
    The Perdition Type Über Assault Gunship, pictured above, is equipped with four light railguns, four medium artillery cannons, and two heavy RPG launchers. This makes it devastating at annihilating ground targets; it is, however, only equipped with two light missile launchers to deal with aerial threats and this thus extremely vulnerable to fighters. Additionally, heavy railgun defenses are superb at dealing with them. The Perdition should be used to support your main offensive by taking out key enemy structures by tanking the anti-air, not as the entire offensive in itself.
    wilhelmvx, optimi and Nicb1 like this.
  12. killerkiwijuice

    killerkiwijuice Post Master General

    Messages:
    3,879
    Likes Received:
    3,597
    And pictured in the far back is a teaser within a teaser of the next screenshot.
    Nicb1 likes this.
  13. doritosxdd

    doritosxdd New Member

    Messages:
    2
    Likes Received:
    1
    I am not trying to be needy at all but is there a chance that the AI may someday be able to use these units?

    Also the gunship really reminds me of the AEON faction from Supcom FA.

    This mod may be the best thing from this community yet! :eek:
    stuart98 likes this.
  14. Ksgrip

    Ksgrip Active Member

    Messages:
    612
    Likes Received:
    242
    It is extremely easy to get the ai using them. Just look at my mods, the ai use them correctly. Maybe it won´t do the best job. But it will get them using it, sure. :))
  15. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    the more you play a mod with an ai adversary (or watching the ais duke it out) the more the AI knows how to use it's units, right?
  16. cola_colin

    cola_colin Moderator Alumni

    Messages:
    12,074
    Likes Received:
    16,221
    I am not an expert on the AI, but my guess is very very likely not.
    xankar and Nicb1 like this.
  17. DeathByDenim

    DeathByDenim Post Master General

    Messages:
    4,327
    Likes Received:
    2,125
    I think tatsujb is confused and refers to the neural net training that Sorian does to get the correct input values for the neural network. I don't think we have access to that though as, last I heard, a compiler flag is needed to turn it on.
  18. tatsujb

    tatsujb Post Master General

    Messages:
    12,902
    Likes Received:
    5,385
    @cola_colin @DeathByDenim
    :( dammit so if we make a mod the ai won't use the new units as efficiently as the ones from vanilla?
  19. Ksgrip

    Ksgrip Active Member

    Messages:
    612
    Likes Received:
    242
    Indeed :((.
  20. Ksgrip

    Ksgrip Active Member

    Messages:
    612
    Likes Received:
    242
    So for what i have seen. It seems that we get at least four experimental units?. I saw megabot, the gunship, the megatank form zx0 and that big sucker on the right corner. Will we get also the zx0 megabot?

Share This Page