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Author Topic: Assault Knights: Reign of Steel.  (Read 11414 times)

AKNightHawk

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Assault Knights: Reign of Steel.
« on: May 12, 2011, 03:21:54 pm »

Hello everyone.
I asked permission from cameni to tell yall a little about my game. And he said it was ok.
Anyway the game which I speak of is called Assault Knights: Reign of Steel.

The game is combined arms Mech Simulation game kind of like the Mech Warrior Series.
The game has been in development for about 5 years now. Starting off from a small team of about
5 people. Then later going to a team of about 3 or so now.

The game is currently being developed on the Neo Axis engine. Which you can see here..

http://www.neoaxis.com/

Some of you might be wondering why I am here then if I already have a engine to develop the game on
Well you would be correct to say I do. I like Neo Axis alot, and will more then likely finish AK on
the Neo Axis engine but I do plan on porting a version of my game to this engine when it
is ready to be able to used and modify. I am not sure if I will port every single thing
from my game over to this engine, but if things go right I will port a version of the game that
is highly playable. With many many units to play with.

Currently Assault Knights is getting a fairly big overhaul with all of it's weapon systems.

The game currently has over 48 units all together.
This ranges from Mechs, Wheeled,Tracked and hover Vehicles, helicopters, and jets.

Also you are welcome to come to our site if you would like to learn more about the game.
Here is the link..

http://www.assaultknights.net/home/

We are also on Moddb

http://www.moddb.com/games/assault-knights-reign-of-steel

Where of which you can find a huge magnitude of pictures and videos of the game in action.
Also feel free to drop by our forums too..

 http://assaultknights.net/forums/

Also one last thing before I go. We are currently looking for donations for the development of the game which you
can do here..

https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=8112080

We are also trying to get donations on a site called 8-bit funding.

http://www.8bitfunding.com/index.php

Which has many perks if you donate on it as well.

Here is a link to our main page on it.

http://www.8bitfunding.com/project_details.php?p_id=183

If you would like to help this project continue to grow you can also preorder the game here.

http://www.assaultknights.net/home/index.php?page=shop.product_details&flypage=flypage.tpl&product_id=29&category_id=9&option=com_virtuemart&Itemid=8&vmcchk=1&Itemid=8

Though if you really want to help the development of our project, donations is truly the way to go. With donations we
can continue adding resources to the game, and buy development tools that we need as well.

Thank you. I hope every one enjoys learning about Assault Knights:Reign of Steel. And visits us on our site.
PS: If you would like to see more pictures of the game, feel free to ask, I enjoy posting pics of the game and videos. :D
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Assault Knights:Reign of Steel
Donate to the Assault Knights project
I always think everything is better with mechs.

AKNightHawk

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Assault Knights: Reign of Steel.
« Reply #1 on: May 14, 2011, 01:01:24 pm »

Well there is alot of major things going on behind the scenes.
Commanderkeen and myself have been doing a major overhaul of all the weapons.
Well keen mostly, I just been copy/pasting lol..
But anyway almost all weapons are done now..
We just like the new ballistic cannons to be put in place. Keen says he is
going to make a totally new system for the cannons. And if they are
going to be anything like his other rebalancing I believe they will be
great..

Also on a different note Neo Axis 1.0 has been released and we plan on taking full advantage of this new beast.
You can look at the complete change log here of all the new features in Neo Axis 1.0.
http://www.neoaxis.com/neoaxis/changelog

Currently we are planning on doing a major overhaul of the game as well in alot
of aspects. Going to update many major things in the game menu's in
general. I am also going to personally take out crap that is no longer
needed by the game, basically old models that we no longer use. And just
keep in the things that we still need.

Also the game comes with too many broken/unfinished maps which is actually adding alot of space
to the game. We are also going to clean out the mech directories and
stuff get rid of textures, and models we dont use as well.. Same goes
for the other vehicles in the game too.

This is going to take alot of time but if I work every night we should hopefully have a new
build by the end of the month that is much better then the old version
of the game.

Also I plan on completely changing the main menu system.
Taking out the space scene entirely and replacing it with a
totally new unit battle sequence, over some nicely made terrain.

Lets see what else? Oh the techlab. We are going to do some cosmetic changes
to the techlab in general as well.. It wont be anything too major but
sense the new weapon systems are going in and some of the code changes
will be implemented we are going to probably have to change the techlab
some.. But don't worry, the weapon system changing ability will still be
in place.. It wont be much different from the current system.. We will
probably just move some stuff around here and there. It wont be anything
too drastic.

Also we have a new multiplayer, and host lobby system too.
Which has a magnitude of changes added. This is already
implemented in the game. and I will be showing you guys screenshots of
this when we get everything updated.

We also plan on making some new gametypes for the game.
Not sure totally what they will be but I
know I want a capture the flag and capture base gametype added. We
might also add a gametype called flagball

Where there is only one flag in the center of the field and both teams has to fight one
another to bring the flags to each over's goals. Basically it will be
like backword CTF in a way. Or the amercian sport football. American
football not soccer. hehe..

Lets see.. I think that is everything I can remember right now about what we plan on adding,
I will be posting all new screenshots in the upcoming days and stuff and keep you
posted on the progress of the game in general..

Thanks.
Night Hawk
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Assault Knights:Reign of Steel
Donate to the Assault Knights project
I always think everything is better with mechs.

AKNightHawk

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Assault Knights: Reign of Steel.
« Reply #2 on: June 13, 2011, 08:22:57 pm »

Below is a detailed list of all the current weapons in assault knights.

[size=170]Weaponry[/size]

[size=150]Directed-energy weapons (Energy)[/size]
Directed-energy weapons use energy to damage a target, without any actual projectile. Energy weapons are a relatively new development, and even though they undergo rapid development, they still can't replace classical projectile weapons.

Pros: No ammunition, high shot speed, damage and accuracy
Cons: Shorter range, heat problems


Particle Cannon - PC
Issued as the standard military energy weapon because of being much more effective than lasers, Particle Cannons are strong and accurate, their downside being large amounts of heat released in the shooting process. They work by sucking surrounding matter, ionizing it, and releasing it as a blast of energy. This blast can knock off molecules of armor, making clean round holes in the target.

Pros: High damage, high accuracy
Cons: Above average heating

variant: Small Particle Cannon - SPC
[size=85]Reload Time: 1 second
Penetration: 170mm RHA (170mm per second)
Effective Range: 560 meters
Dispersion: 0.75 degree
Heat Release: 140 heat units[/size]
variant: Medium Particle Cannon - MPC
[size=85]Reload Time: 2 seconds
Penetration: 370mm RHA (185mm per second)
Effective Range: 710 meters
Dispersion: 0.5 degree
Heat Release: 250 heat units[/size]
variant: Large Particle Cannon - LPC
[size=85]Reload Time: 4 seconds
Penetration: 760mm RHA (190mm per second)
Effective Range: 1040 meters
Dispersion: 0.4 degree
Heat Release: 460 heat units[/size]

Pulse-variation Particle Cannon - PulsePC
Pulse-variation PCs are a major spinoff of the basic Particle Cannon. By utilising a rotating electromagnetical barrel, an extreme rate of fire increase has been achieved, though at the cost of accuracy, damage per shot and heat. The rotating barrel, combined with electromagnetical influence, gives each shot different polarity, allowing the weapon to shoot repeatedly without jamming.

Pros: Very high rate of fire
Cons: Less accurate, low damage per shot, serious heating problems

[size=85]Reload Time: 0.75 seconds
Penetration: 140mm RHA (186.66mm per second)
Effective Range: 660 meters
Dispersion: 0.75 degree
Heat Release: 100 heat units (125 per second)[/size]

variant: Large Pulse-variation Particle Cannon - LPulsePC
[size=85]Reload Time: 1.75 seconds
Penetration: 335mm RHA (191.42mm per second)
Effective Range: 990 meters
Dispersion: 0.55 degree
Heat Release: 220 heat units[/size]
variant: Pattern Large Pulse-variation Particle Cannon - XPulseLPC
[size=85]Reload Time: 4 seconds
Penetration: 5x150mm RHA (187.5mm per second)
Effective Range: 950 meters
Dispersion: 0.5 degree
Heat Release: 410 heat units[/size]

Radiative-Distribution Particle Cannon - RDPC
Radiative-Distribution PCs differ from standard Particle Cannons by using lasers to move heavier particles forward in the muzzle before firing them. This causes the particle blast to dissipate much less energy into the atmosphere and knock off slightly more armor, but the additional internal laser releases way more heat, making the already heat-problematic Particle Cannon only useful when combined with non-energy weapons.

Pros: Very long range, slightly more damage than ordinary PCs
Cons: Great heating problems

[size=85]Reload Time: 4 seconds
Penetration: 780mm RHA (195mm per second)
Effective Range: 1430 meters
Dispersion: 0.35 degree
Heat Release: 495 heat units[/size]

Wide-beamed Particle Cannon - HeatPulsePC
A spinoff of clasicall Particle Cannon, the Wide-beamed Particle Cannon is just a standard PC with a widened muzzle. This causes the particle blast to be less concentrated and less energized, not ablating the dense armor, but heating it up by kinetic energy instead. This does no damage to the target, but transfers heat to it's cooling system.

Pros: Transfers heat to the target, less heat than most energy weapons
Cons: No damage

[size=85]Reload Time: 0.5 second
Penetration: 10mm RHA (20mm per second)
Heat Transfer: 80 heat units per hit (160 per second)
Effective Range: 700 meters
Dispersion: 0.75 degree
Heat Release: 50 heat units (100 per second)[/size]

Multiplied Particle Cannon - MultiPC
Multiplied Particle cannons are a unique development of the standard Particle Cannon weapon. Instead of modifying mechanisms of the weapon, multiple barrels are strapped to a standard Particle Cannon, resulting in a shotgun-like effect when the weapon is fired. This makes the weapon very effective against aircraft and infantry, and at shorter ranges even against heavier targets. However, at long ranges the weapon has trouble damaging anything with a bit of armor strapped on.

Pros: Effective at short range, good against infantry and aircraft, less heat than most energy weapons
Cons: Only useful at short range against armored targets

[size=85]Reload Time: 3 seconds
Penetration: 10x80mm RHA (266.66mm per second)
Effective Range: 830 meters
Dispersion: 4 degrees
Heat Release: 370 heat units[/size]

MagnetoGen Particle Cannon - MGPC
MagnetoGen Particle Cannons differ from standard Particle Cannons by inonizing surrounding air first, then periodically injecting it into the barrel by electromagnets. This allows the weapon to achieve very high rate of fire and remove the bulky ionization chamber. However, ionizing all surrounding air is relatively ineffective, causing higher amount of heat to be released. MGPC's electromagnets can also draw only limited amount of particles in, making the weapon compact but lacking the damage of it's heavier cousins.

Pros: Good damage for its size, very high rate of fire
Cons: Heat problems, insufficient damage against heavy targets

[size=85]Reload Time: 0.33 seconds
Penetration: 45mm RHA (135mm per second)
Effective Range: 860 meters
Dispersion: 0.5 degree
Heat Release: 45 heat units (135 per second)[/size]

variant: Pulse-variation MagnetoGen Particle Cannon - MGPulsePC
[size=85]Reload Time: 0.2 seconds
Penetration: 30mm RHA (150mm per second)
Effective Range: 680 meters
Dispersion: 0.6 degree
Heat Release: 35 heat units (175 per second)[/size]

Electron Particle Cannon - EPC
Electron Particle Cannon is another branch of the Particle Cannon family. Instead of simply using atoms sucked from surrounding atmosphere, it draws electrons from those particles. These electrons are forming a much denser particle blast than a standard Particle Cannon. Electrons even often fully penetrate target's armor, damaging it from inside or destroying target's electronical components. All those benefits come at a price though: electrons repel each other and lose velocity quicker than atomic particles, meaning the particle blast disperses much sooner than standard PC's. Also, breaking down atoms for electrons generates huge amounts of heat.

Pros: Much higher damage than normal Particle Cannons
Cons: Huge heat release, shorter range than ordinary PCs

[size=85]Reload Time: 5 second
Penetration: 1330mm RHA (266mm per second)
Effective Range: 840 meters
Dispersion: 0.25 degree
Heat Release: 540 heat units[/size]

Railgun-Electron Particle Cannon - RGEPC
[size=85]Reload Time: 7 second
Penetration: 840mm RHA (120mm per second)
Effective Range: 2800 meters
Dispersion: 0.1 degree
Heat Release: 600 heat units[/size]

Electro-projectile Repeater - Repeater
[size=85]Reload Time: 2 seconds
Penetration: 6x65mm RHA (195mm per second)
Effective Range: 580 meters
Dispersion: 0.3 degree
Heat Release: 225 heat units[/size]

Expansionjet Flamethrower - Flamer
Another weapon using surrounding air as ammunition, the Expansionjet Flamethrower sucks it into a special jet, expanding it into superheated plasma. This plasma is then fired from the jet muzzle. Any plasma hitting the target cools down rapidly, "eating away" the target's armor and heating it up. However, the plasma is slow and strongly affected by gravity, lessening it's range, and expanding the air in the jet causes heat problems to the weapon's user as well.

Pros: Transfers heat to target, considerable damage
Cons: Short range, heat problems

[size=85]Reload Time: 0.1 second
Penetration: 22mm RHA (220mm per second)
Heat Transfer: 35 heat units per hit (350 per second)
Effective Range: 360 meters
Dispersion: 0.35 degree
Heat Release: 38 heat units (380 per second)[/size]

[size=150]Projectile weapons[/size]


[size=120]Powered projectile weapons (Missiles)[/size]

Longrange AntiArmor Missilelauncher - LARM
variant: Longrange AntiArmor Missilelauncher 2-Rack - LARM2
[size=85]Reload Time: 5 seconds per shot / 7.5 seconds per magazine
Penetration: 2x190mm RHA (76mm per second)
Effective Range: 1600 meters
Heat Release: 180 heat units
Ammo Capacity: 24 missiles in magazine / 360 missiles total[/size]
variant: Longrange AntiArmor Missilelauncher 3-Rack - LARM3
[size=85]Reload Time: 5 seconds per shot / 7.5 seconds per magazine
Penetration: 3x190mm RHA (114mm per second)
Effective Range: 1600 meters
Heat Release: 270 heat units
Ammo Capacity: 24 missiles in magazine / 360 missiles total[/size]
variant: Longrange AntiArmor Missilelauncher 4-Rack - LARM4
[size=85]Reload Time: 5 seconds per shot / 7.5 seconds per magazine
Penetration: 4x190mm RHA (152mm per second)
Effective Range: 1600 meters
Heat Release: 360 heat units
Ammo Capacity: 24 missiles in magazine / 360 missiles total[/size]

Shortrange AntiArmor Missilelauncher - SARM
variant: Shortrange AntiArmor Missilelauncher 4-Rack - SARM4
[size=85]Reload Time: 5 seconds per shot / 7.5 seconds per magazine
Penetration: 4x190mm RHA (152mm per second)
Effective Range: 520 meters
Heat Release: 140 heat units
Ammo Capacity: 48 missiles in magazine / 720 missiles total[/size]
variant: Shortrange AntiArmor Missilelauncher 6-Rack - SARM6
[size=85]Reload Time: 5 seconds per shot / 7.5 seconds per magazine
Penetration: 6x190mm RHA (228mm per second)
Effective Range: 520 meters
Heat Release: 210 heat units
Ammo Capacity: 48 missiles in magazine / 720 missiles total[/size]
variant: Shortrange AntiArmor Missilelauncher 8-Rack - SARM8
[size=85]Reload Time: 5 seconds per shot / 7.5 seconds per magazine
Penetration: 8x190mm RHA (304mm per second)
Effective Range: 520 meters
Heat Release: 280 heat units
Ammo Capacity: 48 missiles in magazine / 720 missiles total[/size]

Rocket Pods
[size=85]Reload Time: 4 seconds per shot / 6 seconds per magazine
Penetration: 8x120mm RHA (240mm per second)
Effective Range: 750 meters
Heat Release: 90 heat units
Ammo Capacity: 40 rockets in magazine / 600 rockets total[/size]

Death Dealer Missilelauncher - DDM
[size=85]Reload Time: 8 seconds per shot / 12 seconds per magazine
Penetration: 1400mm RHA (175mm per second)
Effective Range: 1400 meters
Heat Release: 550 heat units
Ammo Capacity: 4 missiles in magazine / 60 missiles total[/size]

BlueStreak Missilelauncher - BSM
[size=85]Reload Time: 6 seconds per shot / 10 seconds per magazine
Penetration: 280mm RHA (46.66mm per second)
Effective Range: 1900 meters
Heat Release: 120 heat units
Ammo Capacity: 8 missiles in magazine / 120 missiles total[/size]

[size=120]Nonpowered projectile weapons (Ballistics)[/size]

Needlegun - MG (Machinegun)

AutoCannon
variant: 30mm AutoCannon - AC-30
The AC-30 automatic cannon, produced by Turgenev Arms, is a direct descendant of the 2A42 30mm cannon used on the BMP series of infantry fighting vehicles. One of the best examples of merging human technology with Omni advancements, the AC-30 is lighter, more compact and far more powerful than it's predecessor while still being relatively inexpensive. The weapons's effectivenes, ease to use and compatibility with most weapon hardpoints makes it one of the most used weapons in Assault Knights arsenal.

Pros: High rate of fire, low heat, high accuracy
Cons: Short range for a ballistic weapon, insufficient damage against heavy targets

Gattling AutoCannon - GAC
variant: 30mm Gattling AutoCannon - 4 barrels - GAC-30-4
Remembering the iconic GAU-8 Avenger cannon mounted on the A-10 aircraft, the Assault Knights Expeditionary HQ ordered a more compact weapon version of this venerable design. Only the General Mechanics company responded, producing the GAC-30-4 gattling cannon. The weapon is generally smaller, with only four barrels instead of six and reduced firerate to reduce ammunition hopper and heating problems. The weapon's recoil is still enough to make it highly inaccurate over longer distances. While able to punch hard in skilled hands, the weapon was mostly relegated to anti aircraft role by the first Omni invasion.

Pros: Serious damage at close range, good against fast moving targets
Cons: Short range for a ballistic weapon, ineffective at long range

Cannon
variant: Cannon 73mm
The first weapon to be produced by the now well known Cerny Interstellar Producing (CIP), the Cannon 73 was a great success at it's time. Compact enough to be fitted nearly everywhere while still packing more than decent punch, it was an universal defensive and offensive weapon. Altough the weapon was becoming obsolete by the time of the first Omni invasion, the recent upgrade with Nordia II multi-shot autoloader gave the weapon impressive rate of fire for a cannon, renewing the interest of most Assault Knights Mechanised Patrol units.

Pros: Decent firepower, good rate of fire, no heat problems
Cons: Inaccurate for a cannon, still too weak against heaviest targets

variant: Cannon 105mm
When the first Assault Knights enforcers were looking for a main weapon for their heavy units, it was decided to use 105mm caliber instead of the Earth standard 120mm tank cannons. The smaller caliber was deemed enough to deal with any criminals, and still compact enough to fit into most medium or larger walkers. Contract was issued to Cerny Interstellar Producing, wich produced yet another excellent weapon. The design proved itself very well even against Omni military, becoming the main antiarmor weapon of Assault Knights forces.

Pros: Very good firepower
Cons: Only average in accuracy, rate of fire and range

variant: Cannon 152mm
First 152mm cannons used were light artillery pieces fitted to walkers as makeshift cannons, and turned out to be surprisingly effective. A proper version of the cannon has been developed later by General Mechanics. The cannon has enough punch to smash all except the heaviest targets in just a few salvos, and while it's limitations severely hamper it's practical use, the cannon has earned respect and fear amongst those who had to face it's shooting end.

Pros: Excellent damage, relatively accurate, long range
Cons: Slow reloading, high heat release

Maelstrom Assault Cannon - MAC
Maelstrom cannons are standard assault cannons with their original reload systems replaced by SysCorp Maelstrom reloaders. Instead of traditionally loading one shell at a time, Maelstroms load multiple shells directly into the barrel and fire them in a burst. This trendemously increases their firepower, but also their reload time, heat release and dispersion. MACs are also very expensive and hard to aim, and generally are not much popular with crews.

Pros: Excellent damage
Cons: High reload time, high heat release, very inaccurate, expensive

variant: 73mm Maelstrom Assault Cannon - MAC-73
variant: 105mm Maelstrom Assault Cannon - MAC-105

Beehive Assault Cannon - BAC
Another weapon born close to the battlefield, first Beehive cannons were standard cannons with their rifled barrels swapped for makeshift smoothbore ones, firing improvised canister ammunition. Properly manufactured barrels and shells were made available shortly after. BACs shoot canister shots splitting into dozens of little AP/A flechettes shortly after firing. These flechettes fly randomly in a wide cone, increasing probabilities of hitting the target. This is especially useful against lightly armored targets such as aircraft, however, BACs are also able to smash nearly anything in their path at short range. The effect diminishes on longer ranges, though.

Pros: High probability of hitting, extreme damage at short range, low heat to firepower ratio
Cons: Not very effective beyond short range

variant: 73mm Beehive Assault Cannon - BAC-73
variant: 105mm Beehive Assault Cannon - BAC-105
variant: 155mm Beehive Assault Cannon - BAC-155

RailGun - RG
variant: RailGun - HvyRG
variant: Heavy RailGun - HvyRG
variant: Helical RailGun - HELIRAIL

Artillery
variant: Mortar 120mm
variant: Howitzer 254mm

External Bombs Array
variant: 500kg Freefall Bomb - FB 500
variant: 8x100kg Freefall Bomb - FB 6x100
variant: 250kg Course-Correcting Bomb - CB 250
variant: 250kg Wide Area Detonation Device - WAD 250

Internal Bomb Bay
variant: 4*500kg Freefall Bomb Bay - FB 4x500 Bay
variant: 32*100kg Freefall Bomb Bay - FB 24x100 Bay
variant: 4*250kg Wide Area Detonation Device Bay - WAD 4x250 Bay
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Assault Knights:Reign of Steel
Donate to the Assault Knights project
I always think everything is better with mechs.

Badger

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Re: Assault Knights: Reign of Steel.
« Reply #3 on: October 15, 2012, 12:02:30 pm »

What has this to do with Outerra? Your web site is broken as well.
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ZeosPantera

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Re: Assault Knights: Reign of Steel.
« Reply #4 on: October 15, 2012, 12:57:51 pm »

What has this to do with Outerra? Your web site is broken as well.

This is the off-topic section. Nothing here has to be OT related.
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Badger

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Re: Assault Knights: Reign of Steel.
« Reply #5 on: October 15, 2012, 01:18:15 pm »

Ah! So it is! My bad  :-[
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