4582
  • Dant0r
    #59
  • GrimReaper78
    #58
    Gondoltam. Szerintem az százszor szebb, mint ez.
  • STREEX
    #57
    Lefordítanátok ebből pár dolgot?
  • grebber
    #56
    Van arra lehetőség hogy gyógyitsam a társaimat?Ha igen hogyan?
  • grebber
    #55
    Szerintem egy link is megtette volna a hatását.
  • rtfmZoli
    #54
    utsó

    Sweating the Small Stuff

    Of course, this doesn't mean you can't micromanage individual battles if you want to. Zooming in to alter the course of a heated firefight or to oversee your massive invasion plan in all its graphical splendor is a big part of the game's appeal.

    Many units, for instance, have both a primary and a secondary attack. You might use either, depending on the circumstance and if you're willing to take the tradeoffs. Example: one faction's infantry bots can use jetpacks to rocket into the air for short leaps, firing down on enemies from above. This enables them to get over walls or rough terrain, but while in the air they're susceptible to antiaircraft fire. Is it worth it to vault your light infantry behind the walls even if your tanks can't follow? These are the kind of cool tactical decisions you can make when the fighting starts.

    With such huge maps, sprawling bases, and massive armies, a whole new element of warfare comes to play that few RTS games have explored. Chris Taylor calls it "warfare of information." The key to winning is knowing what your opponent has built, where it is, and what he's doing with it. Similarly, you don't want anyone else to know what you're up to. Hiding your base and shooting down any nearby aircraft is one way to make sure that the enemy doesn't find anything about you. And be smart! On a forest map, if you drive your tanks through the trees in a straight line from your base, you might as well draw an arrow onto the map for him.

    Similarly, radar and sonar are powerful tools but they come at a price. The designers are exploring the idea of having both active and passive sonar and radar. "Active" means that the radar is sending out pulses and reading the reflections -- this means you can see any non-stealth metal targets in the vicinity, but you also make your presence known to any nearby listening stations. "Passive" radar means that you don't send out any pulses of your own, you merely listen for the radar of the enemy to see if he gives away his location. For this reason you might not want your radar towers near your base. Or, you might risk a single radar pulse to see what's out there before going silent again. It's the same with subs and sonar. With such powerful weapons of mass destruction at your disposal (artillery can nearly fire across the map), finding out where the enemy's forces are while keeping yours hidden is half the battle.

    Simulation, Not Rocks & Scissors

    "Rock paper scissors" seems to be the mantra of most real-time strategy game developers, who seek to balance different units' strengths and weaknesses. Sometimes it's taken to the extreme (Empire Earth II's 'rock-paper-scissor' pyramid had something like 16 sides and required a slide rule to figure out.) But for Taylor and the team at Gas Powered, they steer clear of artificial balancing mechanisms: Supreme Commander will be pure simulation.

    Here's what that means: when a tank rolls over a hill in Supreme Commander and fires its cannon at a moving target, it's not an instant hit. The trajectory of the shell is computed as it whirls through the air. Hitting a moving target from a moving platform is hard -- the AI might not be able to compensate, especially if the target suddenly switches direction or vaults in the air. For this reason, tanks may not be the best choice against fast targets (as opposed to a vehicle that fires lasers or guns.) They also work better when stationary. This isn't because the designers are futzing with numbers behind the scenes: It simply how tanks work.

    Similarly, you can build air superiority fighters in the game. These are small, light, fast-moving aircraft with machineguns mounted on the wings. Against ground targets they're relatively useless -- not because the designers say so, but because machinegun strafing at high speeds means not a lot of bullets hit their target. However, these aircraft are perfect for taking on other aircraft, because they can stick to their tails like glue and plaster them with machinegun fire. But why would you build one of these when a full-service fighter that can launch missiles at ground targets is available? For the same reason you would in real-life: they're cheaper! You can have a phalanx of cheap air-superiority jets clear the skies for you before sending in your bigger (and more expensive) fighters and bombers to lay down the heavy scunion. This kind of tactical thinking emerges from a rich simulation with tons of units. That's what Supreme Commander is all about! See our separate features on land, sea, and air combat for more detail.


    You can smoothly pan in and out of the action. When zoomed out, your vehicles are represented as dots. Note the sheer number of vehicles wiped out by a single nuclear blast....


    Multiplayer and Co-Op

    Taylor and his team are still being tight-lipped about the online options for Supreme Commander, but we were able to get a few details. For one, multiplayer will definitely be in there: the huge maps are perfect for team games or free-for-alls. It's also almost assured that downloadable units will be available, although nobody is promising the "new unit every week" that Total Annihilation fans enjoyed.

    Interestingly, Supreme Commander plans to offer cooperative play within the single-player campaign. This is a great feature that's long overdue: you and a friend can both tackle the plot together. There are three separate single-player campaigns, one for each faction. Several different missions will take place on each planet, and the base you build for one mission on a planet will carry over to the next mission -- that should speed up the action considerably.

    Supreme Commander is slated for a 2006 release, so it's got a long way to go. While the game is far from finished, the engine is working and the graphics are amazing. We were able to plop down a flotilla of ships and armies of land units, and we could watch them duke it out with explosive fury. Already Supreme Commander is taking destruction to a new level -- we can't wait to bring on the devastation with the final release. Stick around GameSpy for details!
  • rtfmZoli
    #53
    köv


    Chris Taylor, the game design guru behind Total Annihilation, is returning to the real-time strategy scene with a game so immense that "supreme" might be too delicate a word. The modern RTS, Taylor asserts, has been moving inward: in games like Warcraft III you deal up close with individual units or small squads. Taylor wants to move outward. Real strategy happens before the battle, he claims, when you're managing an economy, evading the enemy, gearing up a massive war machine, finding out about your opponent's armament, and striking hardest where it'll hurt the most. Like Eisenhower in World War II, in Supreme Commander you'll be commanding fleets and armies on the grandest of scales. Although Supreme Commander clearly takes a page from Total Annihilation's book, this is an all-new franchise on a scale that dwarfs any other RTS on the market.



    Wholesale Destruction

    On its own, each unit in Supreme Commander is graphically detailed. Little wheels roll, guns swivel, robot legs walk, gunports open and close, all in splendid 3D with all the latest lighting effects. When you're zoomed in and dealing with your forces on the tactical level, you're in for a real treat to the eyes.

    But the scale of the bigger units really sets Supreme Commander apart. With so much map to play with, there's no reason that giant units can't loom over the smaller ones. Take, for instance, the air transport unit. It can carry a couple of tanks or up to 14 smaller robot fighters. Your robot infantry will all lock into the underbelly of the enormous transport. When the transport lands in enemy territory, it swoops down under heavy fire. Landing gear emerges from side ports, anti-air guns blaze, and each individual robot it's carrying fires independently at ground targets below before releasing itself and dropping to the ground. Seeing it in action is pure insanity.

    Ranks of robots step off of an air transport while taking (and returning) heavy fire.

    Similarly, "Experimental" units that can be constructed by each of the game's three different factions dwarf ordinary ground forces. Example? The "Spider," a robotic monstrosity that can step on tanks with any of its six legs. Its primary weapon is a heat laser that scorches trenches along the landscape, obliterating anything it touches. As it walks along, crushing trees, little tanks and other vehicles scurry around under it, trying to angle their guns upwards in order to hit it.

    No weapon of mass destruction is too "over the top" for the minds at Gas-Powered Games. They're filling Supreme Commander with all manners of vehicles that make modern military armaments look like children's toys. Imagine a flying aircraft carrier, or a tank factory that can roll along under the surface of the ocean, or a submarine aircraft carrier that can surface just off your coast and unleash a payload of fully-functional fighters and bombers. Supreme Commander is filled with enormous units that boggle the imagination.

    Of course, that doesn't mean that all the weapons are science-fiction nightmares. The old-fashioned standbys are there, too. "You gotta have nukes!" Taylor chortles, selecting the nuclear option and clicking his mouse near a naval fleet. Assuming a nuclear missile isn't intercepted by anti-missile systems, the devastation it causes is unreal. The epicenter vaporizes what seems like miles of terrain in a single brilliant flash, and then the shockwaves radiate out. The first one is brutal, but stronger units can survive the rushing arc -- fast units can even escape the blast. The second, slower-moving shockwave creeps along devouring nearly everything in its path, creating tsunami waves at sea and scorching a ring of earth on land. In the center of the devastation the expected mushroom cloud slowly rises -- soon to be followed by many more if your opponent retaliates in kind. When several nukes go off at once (and Taylor demonstrated this by gleefully blowing up most of the planet), the effects are cumulative -- for several seconds you almost couldn't see the map amidst the white-hot glow of a dozen miniature suns.

    Nobody ever said war was pretty. No, wait, on second thought, we're saying it -- it looks awesome.

    Large and In-Charge

    So how can one person build and command so much? Although the interface is still being tweaked, Taylor and his team at Gas-Powered Games are focused on making sure that combat this massive is still manageable. Zoom out far enough and your forces are represented by colored icons. When you give them movement or patrol orders, you can set the game to show you the waypoints, complete with curvy arrows showing the line of advance and time stamps to let you know when they'll reach each waypoint. Want to arrange a coordinated assault? Simple, just click on your different forces, select a destination, and all the units will move in such a way that they all arrive at the destination simultaneously.

    Base building is also on a massive scale. Supreme Commander has only two resources to collect -- mass and energy -- but the game throws a few twists your way. For instance, by chaining buildings together in clusters, you increase their efficiency. But, a cluster of buildings is a tasty target for the enemy -- and when one goes, it'll damage the buildings packed around it! So you have the balance the desire to build huge clusters with practical defensive concerns.


    All of your factories can be turned on to simply build units indefinitely, so long as your mass and energy supplies are holding up. The computer will assist you by calculating average build times and the like so you can quickly see where your economic shortcomings are as you build up your war machine. And as with Total Annihilation, you can queue up a zillion orders for your construction vehicles secure in the knowledge that your base is being taken care of while you attend to other things.

    Automation is everywhere. You can set your fleets of airships to bomb areas, or to patrol, and they'll fly back on their own to repair and rearm. A few clicks can send a wolfpack of submarines to harass up and down the enemy coastline without any further micromanagement from you.

    And then there's the "Base Commander," one of our favorite new features. Once you've amassed enough power to make the transfer, you can teleport in a character who can manage your base for you. You'll simply highlight his or her area of control, assign construction vehicles, and then you can rest assured that the commander will finish all outstanding building projects and will repair damaged parts of the base to the way they were before the attack, all without prompting. As Supreme Commander, you can focus on overwhelming the enemy, not endlessly mucking around back home.


    Numerous terrains will be avilalbe, from Martian-style landscapes to swamps to forests and beyond. Here, tanks claw their way across a frozen tundra.

  • rtfmZoli
    #52
    Gamespyos cikk

    Spiffy Iffy
    Incredible graphics and an awesome sense of scale. Intense action.Will players be able to control so much without their heads spinning?
    ________________________________________________________________________
    Imagine, if you will, a tank. It's a full-on beast: wide base, massive treads, two enormous cannons, independently rotating turret, surface details including antennas and whirling radar dishes, you name it. As it rumbles powerfully along the 3D landscape it leaves twin tread marks in the sand. Smaller vehicles will skitter around it, powersliding across the terrain, but the tank is a rock: it moves with weight and power. Next, imagine taking your mousewheel and spinning it, slowly moving the camera out. Your tank is not alone; dozens more are continually spewing from a factory, rolling out to join the first. Most real-time strategy games stop there, but not Supreme Commander. As you keep panning out, a shoreline becomes visible, and just offshore sits a battleship.

    The battleship is enormous. Compared to the tank, the side of the hull is a wall of steel. The huge ship doesn't fit on a single screen, no, you have to keep zooming out to take it all in. The deck of this monstrosity is surrounded by independently-rotating anti-aircraft guns, each one bigger than the tank. Mighty columns of steel rotating on gigantic turrets signify the battleship's main bombardment guns: the screen shakes when they fire, and they can hurl giant shells as big as a car for miles inland. Compared to the battleship, the tank is a tiny little bundle of pixels. But wait... you can keep scrolling.

    The scale in Supreme Commander is so immense, your units may sometimes step on your other units. Each of these little guys is as big as a tank, and the enomrous spider is bigger than a city block.

    As you pan back, you see that the battleship is not alone. It's surrounded by a flotilla of cruisers and destroyers, surrounding aircraft carriers in formation and leaving rippling white wakes in the blue sea. Subs drift menacingly along the outskirts of the fleet, only their conning towers breaking the surface of the ocean. At this scale, the curving shore of the main landmass is visible, and the tanks are so small that they are now represented by icons. No more than dots, really. But this mass of arms on the coast is just a tiny part of the action happening around the globe. As you keep panning out, even your enormous fleets become little more than symbols on the map, representing your enormous ground, naval, and air forces. At this level you can give commands to your fleets, your army, your air force: "fly here, attack here, coordinate to invade this landmass simultaneously..." War is fought on a massive scale. You're not just futzing with little squads of men or tanks: You are the Supreme Commander.

  • STREEX
    #51
    Kár hogy csak az évforduló környékén jön.
  • Random_
    #50
    és ahogy szétrobban a darabjai hullanak mindnek rendes árnyéka vetül a felszínre na meg a lángok persze ez mozgásban lesz igazán érdekes ott lehet látni mennyire élethű
  • rtfmZoli
    #49
    Hardwireden vannak újabb képek,nagyon zúzós ahogy a tank bemegy a vízbe, illetve látható a légi csapatszállító(valami 20 kbotot rak le 1 [2 oldalán pilótafülke ,közte vékony tartószerkezet]
  • Braveheart
    #48
    Nekem kifejezetten tetszik a grafika. Nem is kell ennél jobb, mert akkor nem tudnának a JÁTÉKRA koncentrálni a készítők. Mint ahogy az 1-el, vagy a Stracraftal sem a grafikájuk miatt játszottam évekig.
  • Random_
    #47
    Ja és amúgy szerintem semmi gond a grafikával nekem tetszik akinek meg nem az ne nézze!
  • Random_
    #46
    Ha már olyan jó lesz mint a TA grafiakailag is akkor már nekem tuti a játék nekem az még ma is olyan élményt nyújt. Ezt csak az értheti aki anno játszott vele a mai grafikai csodákat váró emberkék ezt nem érthetik meg.
  • Zsolo007
    #45
    Szerintem nincs gond a grafikával, de igazából mozgásban fogjuk látni hogy milyen is ez, a képek könnyen lehetnek becsapósak...
  • Dant0r
    #44
    Meg ne haragudj, de aki ennél többet vár, az a következő 4-5 évben igencsak szenvedni fog a sok megjelenő rút játék miatt :(
  • arty
    #43
    sztem meg szép :)
  • STREEX
    #42
    Gondolj a starcraft-ra.
  • GrimReaper78
    #41
    Hát, ezek a képek elég RÚTAK...
  • STREEX
    #40
    Már alig várom.Mikor jelenik meg?
  • grebber
    #39
    Képek
  • grebber
    #38
    Bejelentették hivatalosan is.
    itt a cikk
  • Random work
    #37
    jaj de jó!!!

    remélem nem cseszik el és olyan óriási game lesz mint az első rész
  • Methylisocloro
    #36
    A Kingdoms-szal most kell játszani mert most már elfogadhatóan fut a 2800+ AMD64-es procin :D
  • Methylisocloro
    #35
    Én nemrég fejeztem be a Core Contingency core kampányát :)
    Remélem teljesen hűek maradnak a 2. részben az egyeshez.
    Csak az a baj hogy a divat miatt hasonlitani fog a mostani RTS-ekhez. Én meg azokat mind utálom. Biztos kitalálják hogy legyenek hősők rpg tulajdonságokkal meg egyéb "jó" ötleteket.
  • rtfmZoli
    #34
    Nem volt érthető úgy tűnik:
    8000 egység összesen(8 játékos esetén), 1000/játékos
    efölött már értelmetlen mert belassul,illetve nem elég 1000 egység hogy győzz,mert akkor 20000 sem elég :)

    Marathon rules :
    10k/10k, 15 BT
    BT is preparing time? in min?
    Dowley_Cookie2> got that but does that mean no annihilater defense
    Marathon rules :
    10k/10k, 15 BT, NO AIR NO EMG(Flashes,Brawlers) NO BB, 1 BUZZaw per TEAM, 2 Silos per Player, Level2 attack only, Stay Away 1/3(1/3 of the map width) from middle during BT, Level 1 static defense allowed
    PHREAK_FROGGIE> Map: Pd_marathon.ufo location : http://bf1942.free.fr/pdmara.zip
    Left vs Right ally in game : NO PAUSE, NO BUG use (Ranging, Sparking, KrogSplit)

    Kemény,ha aktív végíg a 8 player, és mindenki Krogothal megy a végén :9
  • Thanatos
    #33
    ezt mondom énis hogy nekem az nem jött be, de akó úgytünik nem vagyok egyedül :)
  • [HUN]PAStheLoD
    #32
    alap TA jobbnak tűnik szvsz..
  • [HUN]PAStheLoD
    #31
    nem mind1ik pálya ;]
  • ghost cb
    #30
    az szár volt, persze csak szvsz
  • ghost cb
    #29
    Total Annihilation sztem kib*szott jó volt. Kíváncsi vagyok erre.
  • franco
    #28
    166-os gépen 32mb rammal is ment

    tapasztalat
  • Thanatos
    #27
    nemtom nekem kicsit csalódás volt a kongdomsz a rendes ta-hoz képest... :/
  • Dichter
    #26
    Total Annihilation: Kingdoms volt a kedvenc game-em, és az egyetlen stratégia, ami le is tudott kötni. Inkább annak csinálnák a 2. részét.
  • [HUN]PAStheLoD
    #25
    http://tauniverse.com/

    kiindulópont :)
  • [HUN]PAStheLoD
    #24
    Depo.hu ?

    8000? Én csak az 5000-es patchet láttam használtam eddig, de ez a 8K-s is érdekel ^.^
  • soulhunter
    #23
    OFF: hol lehet kapni 400 GB-s vinyot?

    ON:

    8000 egység? hmmm...

    asszem le kell szednem ujra :), mer a régi CD-im tuti olvashatatlanok már :(
  • Thanatos
    #22
    600 giga helyed van? az kellemes :)
    mongyuk én nem csak hely miatt preferálom ezt hanem mert kevesebb a gond is vele :)
  • [HUN]PAStheLoD
    #21
    Lekaptam torrentről a cd-ket, most meg eléfér már a 600 gigán :)
  • Thanatos
    #20
    jaja, emg én szereztem egy spéci tömöritet ta-t ami gyk a full feltelepitve összes kiegel igy csak ki kell tömörgetni egy könyvtárba és mehet is a game semmi szarakodás..., és mivel ez full szüz lehet modolni meg minden :)