The Omega Project: Development Thread

Storm Grunt

Beware My Army
Joined
Jul 4, 2004
Messages
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Location
Gloucester , MA. USA
The Omega Project. An original Sci-fi Mod.
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The Omega Project mod is a conglomeration of all things sci-fi. It will contain elements of Star wars,Star trek,Stargate,Battletech/Mechwarrior/Mechcommander(heavy on this) ,Battlestar Galactica, WH40K, SMAC, Half-life, Halo, Aliens, ETC.... It will be an epic style mod that starts in the near future era(2055) on a distant planet.

STORY LINE:
In 2050 the multi-national deep space craft left it's orbit around earth on a ten year journey to Alpha Centauri. The goal of the project was to begin the colonization of the new planet for future migrations from earth to remedy the over-population problem that has led to the poisoning of the planet. They took with them the technology of the old world to get them started. Plans and blueprints for recent and current military, and industrial technology with the exception of nuclear programs. The council felt it was far to dangerous to provide the colonists with such a destructive power. Five years into the flight the ship intercepted an alien transmission that they ran through the computers for analysis. Shortly there after the alien data began attacking the ships computers shutting down the systems one at a time. The ship went into orbit around the fourth planet in the omega galaxy. A small planet that is a cross between mars and earth. After failing to contain the virus, and the life support systems shutting down, the command to launch the colony pods was given. Now its up to you to create a society in this new and alien world......

Some Key Game Concepts:

A. The soil of the planet is mostly sand. feeding your people will be a challenge as tiles produce little or no food of their own.

B. Human based units require 1 population, Robot or Droid based units do not, but cost more shields to produce.

C. Unit upgrades will be limited to modifications of the existing chassis only, as in adding a laser weapon attack to a Mech or tank.

D. There will be loads of units available to build by each civ. What you can build will depend on resources at your disposal. there will be lots of different strategic resources and the units build requirements will vary widely.

E. You start the game with with the ability to build units and improvements from old world technology right away.(though you may need to find the resources)

F. Ranges of Aircraft and helicopters have been greatly increased over standard to make them more useful on standard and large map settings.

G. The civ's will have three flavor catagories to follow: Lawful or good, neutral, and fascist

The CIV's (so far and subject to change)

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The New World Order or NWO
A militaristic and scientific civ who's fascist and fanatical ways echo that of WW2 Germany.

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Romanica
An agricultural and seafaring civ of Mediterranean decent.

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Red Faction
An industrious and expansionist civ who believes communism deserves another shot in the new world.

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The Federation
A commercial and seafaring civ with capitalistic dreams of controlling the new world markets.

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The Unified States
A militaristic and expansionist civ spreading and defending freedom and democracy in the new world.

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The Republic
Commercial and agricultural civ Led by a "young Republican" business genius who sees that food will rule the new world.

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The Enclave
A scientific and religious civ of a mostly Asian culture group.

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The Omegan Coalition
Commercial and industrious civ.(think European union or nato style)

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Cylonic Empire
A scientific and industrious civ with the belief that work and fighting is for the droids to do.

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The legion of Doom
An industrious and religious Death cultist monarchy.(ancient Egypt like feel)

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The Brotherhood
Militaristic and religious.(think Jedi/Jihad)

Aliens
BARBARIANS
 
reserved for unit line-up....These are only what I have added so far to the working model there are a ton more to go. I'll have to get a hold of Kingpin and see if he'll release the Mech's that didn't make it into TBXR to me....:evil:

I'll update this post as I add more units.
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reserved for misc graphics

Tech tree 1st era (so far)
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And yes, that's Gordon Freeman from half-life as the science advisor....


Here's a pedia Entry....
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and one more......Some Tech Icons from the Mod.

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Have you tested the marsterrain in a game longer than one hour?
Mght be pain in the eyes to look at it.... I had already this problems with pentagenisis terrain...all this shiny green terrain with the purpel see..
Just want to know...
ntl ist looks quite promising to me.
Playing human seems to be the real struggle cause one concept of you is that terrain produces only little food and an the otherhand you want human units to cost 1 pop... Si ithink your intension is to reduce the amount of units on the map... This will require a godd balancing...
 
Thanks for the positive comments guy's.

@ Samez - Yes I've had testing sessions go longer than an hour and I don't feel the eye strain yet. I had the same problem with pentagenisis, but I think the neon effect of that terrain was too much for me. I am using a laptop mainly which I think has a darker screen, but I don't think the red tones should cause too much strain. Just remember to blink once and a while;)

The limited food is designed to keep the city sizes and unit numbers in check somewhat, but its more to force some new strategies other than pop rush.I also wanted to keep some terrain open for longer periods of time forcing the use of colonies a bit more and the need to defend those areas. I think I can keep a good balance with the droid factor coming into play even if you don't have enough food to build large army's of human based units. Thanks for your feedback Samez :goodjob:
 
The Omega said:
Sweet! I've got a project named after me!:D ;)
That was the first thing I thought of too.

"Everything in the future is very shiny." :p
 
Has anyone done extensive testing on settings for attack helicopters to find the best balance and AI usability? Please enlighten me with your findings if you have.
 
Storm Grunt said:
Has anyone done extensive testing on settings for attack helicopters to find the best balance and AI usability? Please enlighten me with your findings if you have.

Make 'em ignore terrain movement costs and the AI will use them like crazy.

This mod looks really promising. Good Luck!
 
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