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PostPosted: Sat Oct 21, 2000 8:01 am 
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Battleships Forever
Download it here: http://www.wyrdysm.com/bfdownload.php

Introduction
Battleships Forever is a tactical RTS that put's you in command of a small fleet of warships. Combat and damage mechanics are extremely detailed. Everything is simluated in game if possible. There are no abitrary "to hit chance" values in Battleships Forever. The game also features many innovative mechanics that you've never seen before. For example, the Cronus Battleship sports a Flux Shield generator that allows you to construct a draw a defensive force shield around your ships in any shape you want. Another example are the Deflector modules that are used extensively through the game. These modules make a single section of a ship totally invulnerable to fire. This means that you will have to manoeuvre your ships to attack sections of the enemy ships not protected by Deflectors while keeping your own protected sections facing the enemy. Position is paramount!

Players will command picked fleets made up of Battleships, Destroyers and Patrol Craft. The completed game will include ten campaign missions and multiple skirmish modes.


Battleships Forever is inspired by and loosely based on Warning Forever by Hikoza.T.Ohkubo

Screenshots

Image
A formation of ships

Image
Pew pew laser beams!

About The Ships
Each warship is modeled to meticulous detail. Your ships can be controlled to drift in one direction while facing another direction for strafing attacks. Each section of your ship is an object on it's own. If a section is destroyed, any child sections that were connected to the core of your ship through that section will also be destroyed.

This section-based modular ship system makes positioning very important. Take the Hestia-Class Assault Destroyer for example; It's sections and weapons are swept forward allowing it to concentrate it's fire to the front. At the same time, the Hestia is vulnerable to rear attacks which can destroy it's wing's connection strut, thus destroying the entire wing in one blow.

There are 19 playable ships available:
-Cronus Battleship
-Peitho Monitor
-Hecate Dreadnought
-Athena
-Arcas Carrier
-Eos Cruiser

-Hestia Assault Destroyer
-Hestia Alpha
-Enyo
-Oenone Laser Destroer
-Sinope
-Helios Defence Destroyer
-Tmolus
-Moira Torpedo Destroyer
-Moira X

-Proteus Gunship
-Zelus Attack Boat
-Thetis Drone Carrier
-Aedon Bombardier

In the campaign and skirmish modes, you will face more than fifty types of enemy craft!

About The Weapons
Each turret is individually articulated and has its own firing arc, range, turning speed and health. Turrets can be individually destroyed in order to de-tooth an enemy. Beams will even rake across the enemy ship's hull, tracing out a trail of destruction.

The Hestia in particular is vulnerable to having it's forward blaster turrets blown off, greatly reducing it's efficiency.

Active defences are also a major part of your tactics in Battleships Forever. Many ships are equipped with interceptor turrets that shoot down incoming projectiles. Maximizing your interceptor coverage to nullify enemy firepower is the key the victory.

Project Status
BETA TESTING/DEVELOPMENT (Tech and Engine)

Title: Battleships Forever
Genre/Category: Tactical Real Time Strategy
File Size: ~7.9mb
Game File-Type: Installer
Change Resolution: Yes(Can be changed in options or with alt-enter)
Full Screen: Yes(Can be changed in options or with alt-enter)
Game Resolution: 1024x768

Recommended System Requirements
Win98 or later
128mb Graphics Card
1gb of RAM
Intel Pentium 3ghz and equivalent

Minimum System Requirements (No surfaces mode)
Win98 or later
128mb Graphics Card
512mb of RAM
Intel Pentium 1.5ghz and equivalent

Quote:
Battleships Forever
New features:

Custom sprite import - You can use your own section, doodad, weapon and bullet sprites.

Customizable section effects and fading - Fake aegis effect (without the need for aegis modules), section overlay/underlay, customizable glow. All effects can fade with time (also customizable), or the transparency of section can fade.

Rotating and moving sections - Their children will rotate with them, which in effect makes whole parts of a ship rotate/move. With parameters for customizing their movement.

Triggers - ability to trigger on/off certain actions (for example section movement or weapon fire) with other actions (for example when certain section reaches specific angle or weapon acquires a target), with customizable parameters.

Weapon drivers - Sections can be assigned so called drivers, which are simply weapons. Such sections will behave like rotating section, except that they will retain their angle from assigned weapon, following weapon rotation, instead of rotating by themselves. This makes turrets possible.

Weapon linking - Weapons can be linked to other weapons, which means they will retain the angle of their 'parent' weapon and shoot at the same time.

Direct Control modes - Lets you controll your ship and its weapons with keyboard and mouse, as if you were the 'driver'.

New weapons - Machinegun, Vulcan Cannon, Autocannon, Repeating Artillery, Tactical Nuke Cannon, Sabot Cannon, Particle Rifle and Particle Cannon, Flash Bolter, Plasma Ball Launcher, Tesla Gun, Point Defense Missiles, Mini-Missile Pack, High Velocity Rocket Launcher, Torpedo Launcher, and twin versions of certain weapons.

New modules - Ship Deployer and ThrusterEx (has an exhaust flare instead of puffs of smoke).



Major Shipmaker additions and changes

Color keys, color buttons and new color functions - Akin to a color palette with keyboard shortcuts, plus the ability to change team colors inside Shipmaker, fill tool that changes all sections of certain color to another color, color picker tool, and ability to save your current palette.

Facilities for easier section picking and section management - Section picker, which lets you see, pick and scroll through multiple sections. Four sections groups that let you divide available sections into categories. Group arrange for easy management of available and imported sections. Saving and loading of separate section inis, so that you can use multiple group arrangements.

Improved mirroring - Fixed position offsets and depth problems, depth changes to sections in upper part of the ship carry on to sections in lower part when mirroring again, re-mirror tool.

Preview mode - for previewing triggers, rotation, movement, effects and fading inside Shipmaker.

Many new keyboard and mouse shortcuts for existing and new functions

Improved/modified interface

New, transparent formats for saving ships



Minor Shipmaker additions and changes
- Improved mouse dragging, added precise mouse dragging
- Ability to define and use two different rotation/movement steps when moving and rotating objects
- Ability to recolor weapons and modules
- Ability to resize and rotate modules
- Additive blending mode for sections, transparency for all objects
- Ability to turn off glow and/or shimmer on specific sections
- Weapon and module depthing, which works like for doodads
- Ability to hide sections to increase performance with big ships and help fith object selection
- Increased window size and working area
- Improved screenshot saving, ability to capture a set number of frames
- Multiple fixes for existing bugs and problems
- And many others



Other Stuff
"After playing Battleships Forever for the first time it immediately became one of the best games I've played on the GMC." - 5/5 Preview of v0.29 on GM Tech Magazine

Featured in PC Gamer UK #175 demodisk

Code for the Battleships Forever banner:
Code:
[url=http://forums.gamemaker.nl/index.php?showtopic=139677]
[img]http://img441.imageshack.us/img441/2954/battleshipsforeverxa7.png[/img][/url]
[url=http://forums.gamemaker.nl/index.php?showtopic=139677][size=1]Fully-Featured Sci-Fi Tactical Real Time Strategy Game[/size][/url]


Last edited by th15 on Thu Feb 12, 2009 1:28 am, edited 63 times in total.

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PostPosted: Fri Jun 08, 2007 10:47 am 
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I heard something about this being made with game maker? if that is true, when you release the final version, will you also be releasing the game maker files?

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PostPosted: Fri Jun 08, 2007 7:09 pm 
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Yes it's made in game maker. And no I don't intend to release the source in the near future.


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PostPosted: Sat Jun 09, 2007 8:29 am 
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in the words of a beloved cartoon vulture... oh d-d-d-d-darn.

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PostPosted: Wed Jun 13, 2007 3:49 am 
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th15 wrote:


It's also on the PC GAMER UK demodisk in the newest issue (#176) aswell :)


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PostPosted: Wed Jun 13, 2007 6:41 am 
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Eh what? Again? What's different in this version?


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PostPosted: Thu Jun 14, 2007 1:42 am 
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Well I got a copy of PC Gamer #176 because you said it was in there. Pity they didn't update it though, they included v0.49 and theres absolutely no editorial coverage. Well at least I got a screenshot this time at the end of the mag.


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PostPosted: Wed Jun 20, 2007 9:25 am 
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I had an idea, you don't have to do it, but it would be helpful if you would post in this thread whenever a new version is released. Right now, I didn't realize that there was a new version until when I was bored, staring at the screen, I noticed the 64.

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PostPosted: Wed Jun 20, 2007 10:47 am 
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Erm, I never really have a problem noticing the V64 in the title... maybe it's just me?


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PostPosted: Thu Jun 21, 2007 12:00 am 
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No, it's just him.

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PostPosted: Tue Jun 26, 2007 7:29 pm 
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Link dead... (Its seems links to the old version!)


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PostPosted: Tue Jun 26, 2007 9:44 pm 
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Yoyogames was giving me a little trouble, it's okay now.


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PostPosted: Wed Jun 27, 2007 9:16 am 
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Ok, I like the new lancet, but the ricocheting off of your own shields is LAME. I had my lancet on a shielded segment and everything around it was shielded too, so it just bounced around forever and ever.

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PostPosted: Wed Jun 27, 2007 2:12 pm 
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That does sound a little bit silly. It should only be able to travel so far before it discharges...


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PostPosted: Wed Jun 27, 2007 7:28 pm 
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Hmm, I think I have a solution for this. I'll make it such that Lancets won't bounce off deflected sections of the firing ship.


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