📰 Title: | Spring - Eternal Struggle : Landing Operations | 🕹️ / 🛠️ Type: | Game |
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🗃️ Genre: | Strategy | 🚦 Status: | 05. Tested & Working (status) |
🏷️ Category: | Strategy ➤ Top-Down Fight of Units ➤ Spring, TA, ... | 🌍️ Browser version: | |
🔖 Tags: | Strategy; Tactical; Action; Wargame; Conquest; Military; Mining; Building; Mecha; Robots; Replay Value; Spring engine; Sci-fi | 📦️ Package Name: | |
🐣️ Approx. start: | 📦️ Arch package: | ||
🐓️ Latest: | 2013-02-22 | 📦️ RPM package: | |
📍️ Version: | 0.194 | 📦️ Deb package: | |
🏛️ License type: | 🕊️ FOSS with NC | ND | 📦️ Flatpak package: | |
🏛️ License: | Code: Public domain & (GPL-2, GPL-2+) / Artwork: CC BY-NC 2.0 | 📦️ AppImage package: | |
🏝️ Perspective: | Third person | 📦️ Snap package: | |
👁️ Visual: | 3D | ⚙️ Generic binary: | |
⏱️ Pacing: | Real Time | 📄️ Source: | |
👫️ Played: | Single & Multi | 📱️ PDA support: | |
🎖️ This record: | 🕳️ Not used: | ||
🎀️ Game design: | 👫️ Contrib.: | goupildb & Louis | |
🎰️ ID: | 12944 | 🐛️ Created: | 2011-01-18 |
🐜️ Updated: | 2022-09-18 |
[en]: | The gameplay is very close to TA atm, only a lot simpler unit-wise. You start with a single construction truck, which can build a bit faster than the normal version which you can build with the Spaceport. Since most units cant see as far as they shoot, scouting in and before a fight is important. | [fr]: | Un mod de Spring avec des unités futuristes aériennes et au sol originales. Son gameplay est très proche de celui de TA. Le joueur démarre avec un simple truck de construction. Du fait que la plupart des unités peuvent voir aussi loin que permet le tir, la reconnaissance pendant et avant la bataille est importante. |
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🏡️ Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t(202xxx) t(202xxx)] [WIKI] [FAQ] [RSS] [Changelog 1 2]
💰 Commercial: (empty)
🍩️ Resources
• Download the game (Not necessarily the latest version): (empty)
• Other resources (maps, ...): see "Resources - Spring" in this database.
🛠️ Technical informations
[Open Hub]
🐘 Social
Devs (LordMuffe [en]): [Site 1 2] [Chat] [mastodon] [twitter] [PeerTube] [YouTube] [PressKit] [Interview 1(202xxx) 2(202xxx)]
The Project: [Blog] [Forums] [mastodon] [twitter] [PeerTube] [YouTube] [PressKit] [reddit] [Discord]
🐝️ Related
📦️ Misc. repositories
[Repology] [pkgs.org] [Arch Linux / AUR] [openSUSE] [Debian/Ubuntu] [Flatpak] [AppImage] [Snap] [PortableLinuxGames]
🕵️ Reviews
[HowLongToBeat] [metacritic] [OpenCritic] [iGDB]
📰 News / Source of this Entry (SotE) / News (SotN)
🕊️ Source of this Entry: [Site on Mastodon (date)]
🐘 Social Networking Update (on Mastodon)
🕹️ Title:
🦊️ What's:
🏡️
🐣️
🔖
📦️
📖 Our entry: http://www.lebottindesjeuxlinux.tuxfamily.org/en/online/lights-on/
🥁️ Update:
⚗️
📌️ Changes:
🐘 From:
🏝️ https://invidious.lunar.icu/
🦉️ https://invidious.lunar.icu/
🦝️ https://invidious.lunar.icu/
🦝️ https://invidious.lunar.icu/
🕵️ https://invidious.lunar.icu/
🕯️ https://invidious.lunar.icu/
🕯️ https://invidious.lunar.icu/
🎲️ https://invidious.lunar.icu/
🎲️ https://invidious.lunar.icu/
🎲️[fr] https://invidious.lunar.icu/
🎮️ https://invidious.lunar.icu/
🎮️ https://invidious.lunar.icu/
🐧 https://invidious.lunar.icu/
🐧 https://invidious.lunar.icu/
After working 2 years on this game i think its far enough to present it here.
First things first: its still far from finished and like my last project ( Eternal Struggle ), i doubt it will ever be 1.0. Having said that, the 0.186 version is playable and has about 22 units in one Faction to play with.
I mainly started this game/mod because i wanted to model some tank designs i had in mind for some time, and get away from spaceships. So while this mod is playable and i like working on it, it suffers from the same problems ES had. At the beginning i wanted to actually finish ESLO before showing it, but as he time passed it got more and more unlikely to finish it in the next ... well with my workspeed: decade. And since i haven┬┤t done anything big on it since 3 months i decided to post it now ( or never ) to get some feedback and hint/tips on the bug/feature stuff.
In addition to the slow workspeed i wanted a few gameplaymechanics, which i guess are possible with the magic of LUA. And since i dont know anything about this stuff, it drags a finished 1.0 far out of sight.
A few things i wanted:
- Tactical weapons/abilities like Ground Controle II ( good old Nuke, EMP, temporarily Vision, Cloaking, etc)
- third resource which you collect by killing units, used for the tactical abilities
- neutral buildings, spawned on geospots, capture for continual third resource income ( something like fibre does )
- squads
- Dropship ( units can get ordered anywhere on the battlefield )
- a gui ( tried chilli... saw much of code... panicked...)
Thing i will do:
- second faction ( made some models already... good sign )
- unit names
Gameplay
The gameplay is very close to TA atm, only a lot simpler unit-wise. Metal-extractors generate metal from Metal-spots, power plants generate energy, labs build units etc. Im afraid it does not bring anything new in this department atm.
You start with a single construction truck, which can build a bit faster than the normal version which you can build with the Spaceport.
Reclaiming units is as effective as in other TA like mods.
Since most units cant see as far as they shoot, scouting in and before a fight is important.
There is no teching, no capturing, no resurrection.
Still a work in progress, but playable.
Please keep in mind that the balancing isn't finished yet. Some units left to include.
Atm. only one side.
works best with RAI
Un mod de spring avec des unités futuristes aériennes et au sol originales, par LordMuffe.
Il utilise le moteur Spring.
Eternal Struggle : Landing Operations est un mod de Spring avec des unités futuristes aériennes et au sol originales. Son gameplay est très proche de celui de Total Annihilation.
Le joueur démarre avec un simple truck de construction, pouvant construire légèrement plus rapidement que la version normale construite à partir d'un Spaceport.
Du fait que la plupart des unités peuvent voir aussi loin que permet le tir, la reconnaissance pendant et avant la bataille est importante.
Il n'y a ni arbre de technologie, ni capture, ni résurrection.
🔧️ INSTALLATION :
▸ Installation principale :
Comme pour tous les jeux utilisant le moteur de Spring, il est nécessaire d'installer :
• le moteur Spring (suivez les instructions de la fiche Spring du Bottin, en dépôts, la 1ère installation nécessite une petite phase d'initialisation des répertoires, mais c'est rapide),
• une ou plusieurs cartes (au format ".sd7", à copier dans ~/.config/spring/maps). Sur la fiche "Spring - [Ressources]" nous en listons quelques-unes, classées par thème),
• ce jeu (voir la section "Resources", livrable au format .sdz, copiez-le dans le répertoire ~/.config/spring/games/)
Cartes conseillées :
• Voir la fiche "Ressources - Spring" du Bottin.
🚀️ LANCEMENT DU JEU :
Si vous avez installé spring via les dépôts Debian, en console lancez : $ spring
IA conseillées :
IA conseillées par l'auteur : RAI et NTAI.
🕵️ Test (Spring 0.81.2.1 + Eternal Struggle : Landing Operations 0.184):
Fonctionnel.
Très sympa, les unités sont originales, pas de bande son mais des effets sonores.
Tests (Spring 0.82.5.1 + Eternal Struggle 0.533): non testé.
Avec Skirmish AI: E323AI 3.22.3 : non testé.
Avec Skirmish AI: KAIK 0.13 : l'IA reste immobile.
Avec Skirmish AI: AAI 0.9 : non testé.
Avec Skirmish AI: RAI 0.601 : effectivement, l'IA fonctionne bien, elle construit et attaque.
Avec Skirmish AI: CppTestAI0.1 : non testé.
Avec Skirmish AI: NullAI0.1 : non testé.
Avec Skirmish AI: HughAI 0.1 : non testé.
Avec Skirmish AI: NullJavaAI 0.1 : non testé.
Avec Skirmish AI: NullOOJavaAI 0.1 : non testé.
Avec Skirmish AI: Shard 0.31-Ballsey : non testé.