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Races : • ED ![]() (Eurasian Dynasty) - after the destruction of the EARTH, the leaders of the Eurasian Dynasty escaped on board an evacuation fleet. Now they are fighting for the survival of the human species. Their base is one large building comprising of smaller variable parts. • LC ![]() (Lunar Corporation) - This peace loving Matriarchal society has to fight to find a new base and home after the destruction of the Earth. LC buildings are built one on top of the other, similar to a skyscraper, but with one big difference. They have the ability to defy all the laws of gravity to move quickly to a new location. • UCS ![]() (United Civilized States) - these machines evolved from the UCS battle machines. During the long flight to Mars, the computer decided to kill all human survivors and then initiated a plan to conquer the Solar system with its own mechanical army. • Aliens (name will change) Alien renegades were imprisoned a long ago, deep in the unknown history of Mars. In 2160 landing UCS ships awoke them from their deanimation. Now they are trying to escape their prison and to establish new bases in the solar system. If ED, UCS and LC join forces or continue their old war against each other - is possibly now, up to the player. Features : • 4 playable parties with different basic technologies and abilities • Each party consists of more than 13 basic buildings and more than 13 basic units • Various enemy races, special units and NPC's • 4 single player campaigns, each with 7 missions. • Skirmish mode with 10 maps • 4 Multiplayer modes with 10 maps • Multiplayer game saves and joining of running matches • EarthNetTM Server with ladder and league support • Modular Unit construction system. Each unit can be created from modular parts: chassis, armour, engine, boosters, cannons (up to 8 cannons), shield generator and modulation of particle weapons and shields. The number of different unit configurations is uncountable • Units can be stored inside hangars. Hangars can be abandoned quickly to surprise an enemy. • Units can be produced directly in hangars. • Realistic, formable multiple textured terrain • All cut scenes are displayed by the game engine and rendered in real time • Holographic, transparent interface without the classic panel • Multiple Window Cam display with first person view • Main menu with story driven cut scenes (rendered on the fly) in the background. • 12 virtual agents. These special characters have strong personalities and a great influence on the game. Each agent has special abilities. There are 20 ability categories for the agents. • The economy is based on 3 main material types: water, metal and silicon. For each material there are 3 different sources. Metal types vary on the different maps. Color, HP, speed and armour of the units depend on the metal used. Number of all material sources is 18 (3 for water, 3 for silicon and 12 for metal). • Multiplayer matches for up to 8 players per match "Save game" available in multiplayer. Possibility to connect to a running game. MP Spectator mode, Replays 4 game modes for multiplayer games. Possibility to join an AI player in multiplayer games • E2160 World editor as an external program • Per Pixel Shader 1.0, 1.2, 2.0 and 3.0 native support • EarthC (programming language) SDK for Mod teams • Full Unicode support Other Info : • Engine The engine has been completely re-written, not just amended, and added to. The only thing remaining from the old engine is the particle system, though this was written for KnightShift/OUAK, so it is still retively fresh. Reality Pump's new engine uses a completely new approach. The new engine is called Earth 4, which is no surprise. The engine will be based on Bezier curves and the the visual quality i is largely dependent on the quality of the hardware used. Only maps with T&L Rendering are useable, i.e. a diagram map must be using no less than DirectX 8. Allegedly the new engine will support DirectX 9 and 10 (NEXT generation also admits as DirectX NG), but DirectX 10 only with Windows Longhorn Q2 2006. Earth 2 (Earth 2150) allowed us to see meshes of up to 200 polygons. Earth 4 will allow more than 5000 polygons per mesh. The objects, are highly detailed. You can see the pilots in the cockpits of the planes, units will show notable wear in the course of combat, water will be highly reflective, and "look like water", etc. Pixel Shader version 1.4 is used. • Virtual Agents Earth 2160 will introduce Virtual Agents, a competent mercenary of sorts. These will offer different services, from the administration of your base (power, defense, etc.), espionage and more efficient research orders for quickly obtaining technology. Naturally, they do this for a fee. Capitalism is still alive and well in the year 2160! The virtual agents are equipped with an artificial intelligence and act independently. Each agent has its own personality. Whether it helps players A or B depends on its relationship with the player. If you use a Virtual Agent, and the relationship is favorable, the next time you need it, you are more likely to get help. If you should fire the Virtual Agent, then try to re-hire it, your interactions are litley to be less friendly. In fact, they may even become hostile, or require a higher payment for services. The Virtual Agents may be stored on the new EarthNet server. • Editor / Scripting As with the other Earth engine games, a C-like language will be used to edit or add to Earth 2160. Those proficient in its use will be able to create new missions, multiplayer and skirmish gametypes, etc. The Editor will grant content makers much more flexibility and power then ever before. The editor will have the capability to export, or copy map data for use in other Earth maps, or missions. As well, the editor functions as a real-time 3D rendering environment, capable of exporting .AVI movie files. An SDK will be available to capable fan-based development teams, such as Inside Earth Operations, and the Forces of Chaos Development Group. • Other operating systems We may also see a Macintosh version of Earth 2160. A technology is used named "MacDX", which makes a Microsoft available DirectX compatible interface on the Mac. A Linux version is not planned however. System Requirements : PC with a 1.5 GHz processor or faster 512 MB of RAM WindowsTM 2000 or XP Graphics Card with per Pixel Shader Support and min. 64 MB of RAM (GeForce 3 TI Series or better, ATI RadeOn 85x+ Series, XGI, Matrox Parhelia Series) 2 GB free hard disk space DirectXTM compatible Soundcard (5.1 System recommended) DVD Rom drive Mouse & Keyboard Internet connection (optionally) Screenshots : ![]() ![]() ![]() ![]() ![]() ![]() Overige screenshots
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Wat een eyecandy!
Kijk uit naar deze titel, vond earth 2150 al een geweldig spel dat ik soms nog wel spel.
Kijk uit naar deze titel, vond earth 2150 al een geweldig spel dat ik soms nog wel spel.
hmm search op GoT werkt niet ofzo
ik krijg error
maar wat ik wou zeggen, hier is toch al een topic over??
van een maand? of 2 maanden terug
maar iig, ik kan niet wachten tot ik dit spel kan spelen
af en toe start ik zelfs nog weleens earth 2150 op
hopelijk word 2160 een mix van 40 en 50 dat zou echt prachtig zijn

ik krijg error
maar wat ik wou zeggen, hier is toch al een topic over??
van een maand? of 2 maanden terug
maar iig, ik kan niet wachten tot ik dit spel kan spelen
af en toe start ik zelfs nog weleens earth 2150 op
hopelijk word 2160 een mix van 40 en 50 dat zou echt prachtig zijn
10100111001
Het enige wat ik kan vinden over de Earth serie in de laatste 24 maanden gaat over E2150.
Oh, nog ff voor de mensen die het 'nep' eruit vinden zien; De engine was in de alpha status toen de screenshots gemaakt werden. Daarom zijn sommige details met photoshop toegevoegd.
Oh, nog ff voor de mensen die het 'nep' eruit vinden zien; De engine was in de alpha status toen de screenshots gemaakt werden. Daarom zijn sommige details met photoshop toegevoegd.
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Ik vond Earth 2150 super mooi alleen het speelde voor geen ene meter.
De gameplay vond ik echt niet te pruimen. Hopelijk hebben ze niet weer de zelfde fout gemaakt met Earth 2160...
De gameplay vond ik echt niet te pruimen. Hopelijk hebben ze niet weer de zelfde fout gemaakt met Earth 2160...
idd het concept van Earth2150 was goed maar de uitwerking van de gameplay was ongelooflijk slecht. Zelfs spelfouten en andere onregelmatigheden in de briefings, en niet te vergeten een verschrikkelijk camerasysteem en design. Maar ja we wachten af
(@DiscWout) omg
(@DiscWout) bijna over mn nek :D
(@DiscWout) echt zo een boer laten, hele mond vol kots :D
ik kijk hoopvol uit naar deze titel, ik heb earth 2140 heel veel gespeeld en dat was echt een topgame
*schop* game is dus uit jongens! en tis geweldig! valt nie veel aan toe te voegen he, draait goed, etc
k zal jullie later wat mooie screens geven
k zal jullie later wat mooie screens geven
http://specs.tweak.to/12504
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Dat wisten al meer mensen, Earth 2160autodidact schreef op vrijdag 16 september 2005 @ 19:40:
*schop* game is dus uit jongens! en tis geweldig! valt nie veel aan toe te voegen he, draait goed, etc
k zal jullie later wat mooie screens geven
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