SupCom: Super-wallpaper + Aeon screenies

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Shinova
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SupCom: Super-wallpaper + Aeon screenies

Post by Shinova »

Seems quite recent:


http://www.gametrailers.com/player.php? ... 8&type=wmv



Chris Taylor unveils another superunit for the UEF. It's an artillery cannon that fires nuclear shells across the map. :shock:


UPDATE:


I'm bringing this topic back up cause I'm not sure if everyone here has had a chance to take a gander at this totally sick dual-screen wallpaper:


So awesome it should be criminal


And do check out these Aeon-related screenshots (I love that red planet. Gives a barren, hellish-place sort of feeling)


Aeons attack Cybrans

Aeons vs UEF on red planet

More Aeons vs Cybrans


This game is so sick.

Nothing will stand in the way of its greatness.
Last edited by Shinova on 2006-08-15 03:43pm, edited 1 time in total.
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Post by Arrow »

Muhahahahah!!!! Looks like the Vulcan just got some competition for my favorite RTS unit! I can see this game being a biggest time sink yet.
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Post by bilateralrope »

Did I see trees getting knocked over by the blast wave from the first nuke there ?
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Post by Hawkwings »

yes, yes you did.

"hand rubbing megalomania units" indeed!

Did you see the framerate being really bad in some of the shots? My computer is going to cry...
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Post by Uraniun235 »

I will have to re-arrange my desk for this because I will take advantage of the dual-monitor support.
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Post by Darth Garden Gnome »

I'm going to buy a new computer so I can play this.
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Post by Alyeska »

Uraniun235 wrote:I will have to re-arrange my desk for this because I will take advantage of the dual-monitor support.
It gets even better. They also decided to maximize widescreen monitors. You can have splitscreen letting you watch two seperate events at once. With two widesreen monitors, you get four views.
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Post by bilateralrope »

Hawkwings wrote:Did you see the framerate being really bad in some of the shots? My computer is going to cry...
Hopefully there are still some code optimsations that can be done to the code, but haven't been done yet. But as my computer will be nearing 2 years old then, I'll be suprised if I don't have to upgrade for Supreme Commander.
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Post by Ace Pace »

NUCLEAR ARTILLARY?! Dear god I'm in love... *makes plans for another monitor*

Anyway, 500 unit cap per player...thats going to rock.
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Post by Vympel »

I can't imagine how this game is not going to kick major ass. TA made C&C and Starcraft look like complete crap- it's virtually guaranteed that SC will own other RTS' in the same fashion.

Heck, Blizzard can forget about making some lame ass SC2 and expecting it to hold a candle ...
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Post by Dave »

I think the unit cap is 1000 units, not 500.
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Post by Zac Naloen »

Did he say that theres no resources in this game?
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Post by Ace Pace »

No, he said unlimited, as in your matter mine won't run out.

There are two resources in this game, Matter and Energy, and they can be converted in an expensive process. What he meant that there is no limit to how much matter/energy can be extracted.
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Post by Zac Naloen »

Ace Pace wrote:No, he said unlimited, as in your matter mine won't run out.

There are two resources in this game, Matter and Energy, and they can be converted in an expensive process. What he meant that there is no limit to how much matter/energy can be extracted.

so you have your mine and it won't run out in the middle of battle. So its essentially a much more realistic form of resource management.
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Post by Ace Pace »

Mostly, I mean, theres no subtypes, I.E you don't worry about running out of Berrylium in the middle of a campaign, but yes, stable resource flow, also, no managing pesky civvies who have to shuttle stuff back to some Center.
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Post by Arrow »

The big thing about resources in TA, and I'm assuming this will hold in SC, is the rate at which you get your matter and energy. Need more metal? Build more mines, or knock down your existing mines and build bigger ones. Same goes for energy and powerplants.
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Post by Alyeska »

Other kick ass facts about SC. The concept of a base commander who will maintain a base for you while you do other things. Replace lost buildings, organize things, etc. That is so totaly kick ass.

Another fun concept. Direct resources. You can dedicate certain resource collectors specificaly to certain buildings giving them resource priority.
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Post by InnocentBystander »

Why am I not playing this game yet, it needs to be finished!?

It would be very cool to see new footage too.
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Post by Ace Pace »

Like...from a differant map. :wink:
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Post by InnocentBystander »

Ace Pace wrote:Like...from a differant map. :wink:
Duh :P
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Post by Shinova »

Zac Naloen wrote:so you have your mine and it won't run out in the middle of battle. So its essentially a much more realistic form of resource management.
As they said, you just put down your building and it'll keep making money for you until you turn it off or it gets blown up. There will probably be energy->mass converters in SC, so you could have a giant economy without touching a single bit of mass/metal on the map, if you wanted.

And since the resources will never run out, the game won't grind to a halt at some point. Everyone can keep fighting fully until one of them breaks.
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Post by Hawkwings »

Yeah, TA started the whole "infinite resources" thing, and a lot of RTSs have copied it recently.

The 500-unit cap still seems a bit small though... Maybe they'll let you have more if you play *only* on the zoomed out map?
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Post by Arrow »

With luck, Chris Taylor will pull the same thing he did in TA and let you increase the cap through a config file. TA defaulted to 250, but you could hit 500 with a config file. With any luck, 1000 units will be doable.
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Post by Ace Pace »

He already said before that everything is configurable, everything in config files. So we just have to find the right file.

But at 1000 units, we're going to run into some preformance issues...
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Post by Arrow »

Ace Pace wrote:He already said before that everything is configurable, everything in config files. So we just have to find the right file.

But at 1000 units, we're going to run into some preformance issues...
He was talking about 4000 units total between 8 players. As long as you don't go too far above that count for your game (4 players with 1000 each, or 2 with 2000!) it shouldn't be too much of a problem for modern systems.
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