TA : Factions

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First you need to download the Spring engine to play this game.

Games for Spring are ".sd7" or ".sdz" files. To install this files move them into (Unix) ~/.spring/games
or (Windows) "My Documents\My Games\Spring\games".
Use the "Reload maps/games" option from the "Tools" menu in SpringLobby.

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File Information

Title / Version TA : Factions v0.6
License Freeware / Free
Filename ta_factions_v0.6.sdz
Filesize 47.18 MB
Date 12/26/2012 - 21:32
Changed 01/30/2014 - 00:47
Publisher / Author raaar (Uploaded by raaar)
Keywords

Description

****************** WARNING ***********************
The game was renamed to "Metal Factions"

There is a new version that works well with Spring engine 95.0+. Players should use it instead of this.

get it here:

http://springfiles.com/spring/games/metal-factions
*******************************************************

"Total Annihilation : Factions" is a game for the spring engine and is based around expanding the ARM vs CORE gameplay by adding two new factions, CLAW and SPHERE, reworked balance and new mechanics.

It should favor small to medium battles and micromanagement rather than exponentially growing economies and massive clashes.

you can post feedback and suggestions on the spring forum:
http://springrts.com/phpbb/viewtopic.php?f=14&t=24489

----------- Gameplay notes / hints (comparison with the typical TA-derived games) ----------

--- commanders
- each commander has 3 distinct upgrades with unique visual and attributes
- commanders can be respawned, for a price (respawner pad can be built by any constructor)
- commanders no longer have a huge death blast
- commanders have unique weapons instead of the 1-hit-kill dgun
- commanders morph one of their weapons into a torpedo launcher while underwater
- no decoy commanders

--- economy
- economy scales smoothly, advanced metal extractors provide about 3 times as much metal/s as basic ones
- metal makers have been disabled, but all commanders give +4 M/s
(you can no longer grow your economy exponentialy without grabbing more land)
- construction units build faster than usual when compared to commanders
(commander should be fighting in the front line, not cowering on the back of the base)

--- ARMOR vs HITPOWER
- Light (L) (takes full dmg from all sources)
- Medium (M) (takes half dmg from light hitpower weapons)
- Heavy (H) (takes half dmg from medium hitpower weapons and quarter dmg from light hitpower weapons)

(throwing a mass of light scout ships against medium and heavily armored units should fail miserably)

- you can view the armor type and weapon hit power on the tooltip

- SPHERE's unit shields protect only the owner and regenerate 2%hp/s at the cost of 4%hp E/s
(they take full dmg from all weapon types since v0.6)

- all ground units have 600 LOS and aircraft have 720 LOS (there is no distinct radar and sonar LOS) (has LOS widget)

- it has most land, air and some sea units for CLAW and SPHERE

- no effort yet into AI compatibility, but it does seem to work with RAI

- for now, it has no mine-layers, no nukes, and no vulcans (does have long range plasma cannons though)

************************** PATCH NOTES ****************************

2013/07/28 ------------------ NOTES v0.6 ----------------------

--- balance/fixes

- made ARM "Maverick" a bit faster but reduced HP by about 20%
- changed CLAW commander's damage type to medium and slightly reduced DPS slightly to compensate
- changed CLAW "Drakkar"'s twin railgun to a 4 barrelled fast-firing railgun : higher dmg per second but shorter range, made it move slower but with more HP
- changed CLAW "Blizzard"'s side lasers dmg type from to medium
- made heavy gunships a bit tougher and a bit slower and adjusted the price
- reduced SPHERE commanders' HP regeneration from 8/12 HP/s to 4/8 HP/s (same as the other commanders)
- changed CLAW "Roller"'s damage type to heavy and improved its range (it's bigger and more expensive)
- vehicle's terrain slope tolerance slightly increased
- CLAW and SPHERE's economy buildings can now be built underwater (they should have been before..ooops)
- torpedoes can no longer shoot out of the water and strike land targets
- fixed unit maneuverability: they no longer lose so much speed when turning
- fixed build menu for CLAW construction ship
- fixed floating laser towers
- CLAW "Striker" changed to a stronger and slower attack ship
- removed radar error and removed targeting supercomputers from the game
- commander upgrades' metal cost reduced from 1500 to 1000 and some have been improved
- made ARM and CORE flak cannons stronger but more expensive
- ARM "Conqueror" and CORE "Executioner" are more affordable
- made Corvettes better at fighting light ships and aircraft
- shields now take full damage from all weapons
- ARM paralyzer weapons stun the target for 30s instead of 10 and are bit cheaper
- small changes to many sea units

--- new units

- added ARM "Knight" : Level 2 Heavy Infantry Kbot (Maverick's better armoured cousin)
- added SPHERE "Helix" : Level 2 Amphibious Boat
- added SPHERE "Clam" : Level 1 Underwater Torpedo Launcher
- added SPHERE "Oyster" : Level 2 Underwater Energy Torpedo Launcher
- added ARM "Icarus" : Level 2 Heavy Gunship
- added CORE "Stratos" : Level 2 Heavy Gunship
- added ARM "Catfish" : Level 2 Amphibious Boat (replaces Plesiossaur)
- added CORE "Proteus" : Level 2 Amphibious Boat (replaces Zulu)
- added SPHERE Advanced construction Sub
- added SPHERE "Pluto" Armored Assault Sub
- added CLAW and SPHERE advanced sonar stations
- added CLAW "Predator" : Level 2 Amphibious Assault Robot
- added CLAW "Sinker" : Level 1 Depthcharge Launcher
- added Level 2 Radar/Sonar ships for all factions
- added Level 2 Radar Jamming ships for CLAW and SPHERE
- added CLAW "Speeder" : Level 1 Scout ship
- added Floating versions of radar towers and several CLAW and SPHERE level 2 static defenses

--- animations/effects
- slightly reduced sound volume of SPHERE lightning beams
- slightly improved 3d models for many units, mostly CLAW and some SPHERE
- improved walk animations for SPHERE's 6 legged kbots and commander
- CLAW light lasers look thinner and darker to set them apart from the medium and heavy ones
- improved commander explosions a bit
- changed the models of small rockets to set them apart from the faster but less powerful light missiles
- CLAW and SPHERE metal extractors and moho mines have alternative animations/model when built underwater

2013/03/17 ------------------ NOTES v0.51 ----------------------

- fixed some bombers that were dropping two bombs instead of one
- fixed torpedo fall speed for torpedo bombers
- improved accuracy for artillery cannons in general

Comments

كريستيانو

اشرف

اشرف الطيبي

اشرف الطيبي

1

الطيبيhttp://springfiles.com/spring/spring-maps/white-rabbit

get latest version instead

a few people still downloaded this version (0.6) in the last few days.

get the latest one instead (0.7): http://springfiles.com/spring/games/metal-factions

v0.7 released

the new version is finally out:

- should work well with spring 96.0
- it has a new AI : MFAI
- some balance changes and some cosmetic changes

you can get it here:
http://springfiles.com/spring/games/metal-factions

(game has been renamed to "Metal Factions")

a new version is probably

a new version is probably coming out in the next week or two

it'll have better AI and better compatibility with spring 95.0, as well as some other improvements.

V0.6 RELEASED

V0.6 is out!

Added quite a few new units, and made lots of small improvements in balance, animations, effects.

Sea should be playable now.

If you find bugs, please report them and i'll try to fix it.

I've been working on a Shard AI configuration for this game, which should be out within the next month.

new file

ok, but save it as separate new file with changelog containing just changes 0.51 -> new version. Its hard to recognize what is new, if you replace the old file by the new again and again.

new version soon

A new version is coming, with more new units, namely several sea units and fixes/reworks to existing ones, improvements to some models, animations and effects.

Sea should be playable afterwards.

weapon effects rendering problem

There seems to be a problem with some special effects (glowy blobs and weapon flares) rendering in spring 94.1. I'm looking into it.

EDIT: was a spring bug, me and others reported it and Kloot solved it, so the next spring version will probably have it fixed.

V0.5 RELEASED

v0.5 was released.

The spring versions released last week (93.1 and 93.2) have bugs in them, namely pathfinding (units get stuck easily) and ship transports aren't loading units. Hopefully they will be fixed soon.

you can post feedback about TA : Factions bugs, etc. on the spring forum:

http://springrts.com/phpbb/viewtopic.php?f=14&t=24489&start=40

EDIT: replaced it with v0.51

new version soon

a new version is coming soon, with new units, some balance fixes and (hopefully) compatibility with the next spring version

V0.4 RELEASED

v0.4 was released.

It contains mostly bug and balance fixes, and a few new units.

v0.3 released

Thanks for the support

v0.3 was released just now, the patch notes are in the description above

Different factions get more unique units at tier 2 and 3. I'll try to add more units in the future without making direct equivalents for each faction.

Currently claw and sphere's economy buildings can also be built underwater.

Game is young

Like what i have played so far . Using RAI ai is the only ai that works with the units so far, i know it is a young development so far, but would like to see more water units/ resource factory's in the expansion sides. It would be a welcome change to the same 2 sides , once it is completed.

Would like to see more AI's support it later once you have got further along. Nice Game Mod

new version soon

v0.1 was the first playable version released!

A new version should be available in the next few days, with some fixes to widgets, balance, and a few new units.

fast test

+ there are some nice defensive weapons effects for Claw
+ Sphere's tanks reminds me Dune 2/2000
+ Sphere's battle bots have nice effects and idea of weapons is nice
- new factions are simple clones of old factions in current version (and it takes burden of ARM/CORE clonining from OTA), some effects are coherent, yes, but another 2 identical factions (in current stage) is only bigger mess for player.

file replacement

sdz file structure was wrong, replaced it at 21:00 GMT