Conquest 2: Vyrium Uprising
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Conquest 2: Vyrium Uprising
Now I am pretty sure this won't get really much attention on this board but I thought I might as well give it a stab.
Conquest Frontier Wars was one of those games that got me into gaming back when I was a small kid.
A very well put together strategy game with some unique traits for its day. I made my first LP for this game (link) and then went onto Earth 2150: TMP but I am digressing. The developers behind the game are trying to complete CFW2. Thruth be told I believe they are using the same engine from 2001 but like hell I care. I said I would play it even if it had the same engine.
Conquest Frontier Wars 2 Kickstarter page
So what makes C:FW different from other strategy games for its time?
The first property it had was supply management. Ships could find themselves with any ammunition and become a sitting duck. To tackle this problem you could build supply ships or have your ships return to base where a couple of buildings had resupply points. Buildings needed supply as well but that was more abstract. An HQ delivers supply for buildings in its own system. But when you move to another system you cannot just build another HQ because those things are pretty damn expensive. No, you build a Jumpgate onto the wormhole connecting the two systems. No supplies means no working buildings. Talking about buildings. You can only construct them around planets. Kind of like a ring of space structures. Pretty cool to see. Only exceptions are turrets and JG.
Admirals. Hero units that you could recruit from an Academy. These heroes gave their fleet a bonus towards a particular race and ship. They had the added ability of doing small macro commands like "repair and rearm". In SP they had their own unique looking ship which was really nice to look at. They also had immediate access to their ships abilities. Admiral Hawkes is able to cloak his ship without the cloak reserach. Cloaking does take up supplies so best to only use it in case of emergency. The voice actors really did well in the game and I never though any of them out of place or overexagurated.
I gave away the wormhole part a bit too early but to access other systems there were wormholes. These wormholes you could jump through at will. Jumpgates can be built around them to deny enemy ships access. Jumpgates are built on both sides so the enemy can still destroy the JG but atleast you didn't have any stealth ships jumping through and it is a nice early warning system. JG are needed for supply in the next sector anyways.
Research was done through buildings like you would have in Age of Empires. I personally like this more instead of some abstract research tree screen. To do research you need resources first. There are 3 resources, much like Starcraft. Ore is needed for everything. Gas (read: your Vespene if you will) and crew for ships, stations and some research. To get these resources you need to find an asteroid field and a nebula. Harvesters can then gather these resources and drop them off at Refineries. Natural occuring resources get depleted over time so you cannot stay in one system for long. Crew gets recruited from Terran and Swamp planets that have a building that can recruit crew. Planets also provide Ore and Gas that do regenerate over time, albeit very slow. Refineries gather these for you.
There were 3 distinct races in the original game. They had different looking ships which is ofcourse only normal. Humans had corvettes (with AAA), missle cruisers, lancer cruisers (lightning ships in space), carriers and dreadnoughts. On the Mantis side you had ships more geared towards fighter tactics. Their Tiamats were the bane of my existence. Those bombers really, really, really hurt. Funny, none of their ships actually had AAA or flak cannons. Every race did have a constructor (duh), scout (cloaky), minelayer, troopship and resource gatherer.
In space battles ships take hits. When they lose their shields the hull takes damage. After a certain treshold it will show a damaged section where the ship took a hit. This made the game more imersive. Ships can go to a repair facility to repair and rearm. to go even further. Ships that were under construction could be seen outside of the Shipyard, being built. Neat little things like that.
The music was really well done. I really enjoyed the soundtrack, even back then. It had that Starship Trooper vibe but still being its own thing. You'll have to take my word on it. Or alternatively you can listen to this track: (link inbound)
Be warned though it is 13 min long.
The game was very well received by reviewers but due to lack of advertisement it never got off. Not enough people bought this game which was a shame because it was actually good. The SP was really varied and had decent narative to keep you going. Every day I wish I could play the full game of the next instalment of the franchise. The demo has been out for a very long time. The studio went under but came back under another name.
The reason why I am pleading my case here is because of the vein hope one of you might be interested and being a little naive. I am going to pledge a decent amount of money to this cause. Maybe try and get one of you guys onboard, I thought. You don't have to pledge ofcourse.
My first LP
Old Vyrium Uprising Trailer
That link to the kickstar page again is: http://www.kickstarter.com/projects/1869102574/conquest-2-vyrium-uprising-rts-fans-unite
EDIT: Though it has to be said this game isn't realistic. It has that layer of complexity because of supply. Crew is only needed for construction of ships. They do not get lost during combat etc. But what this game really is. Is an old school strategy game. Sorry for my ramblings, if interested you should go read the Kickstarter page. It has a better format than my gibberish.
Conquest Frontier Wars was one of those games that got me into gaming back when I was a small kid.
A very well put together strategy game with some unique traits for its day. I made my first LP for this game (link) and then went onto Earth 2150: TMP but I am digressing. The developers behind the game are trying to complete CFW2. Thruth be told I believe they are using the same engine from 2001 but like hell I care. I said I would play it even if it had the same engine.
Conquest Frontier Wars 2 Kickstarter page
So what makes C:FW different from other strategy games for its time?
The first property it had was supply management. Ships could find themselves with any ammunition and become a sitting duck. To tackle this problem you could build supply ships or have your ships return to base where a couple of buildings had resupply points. Buildings needed supply as well but that was more abstract. An HQ delivers supply for buildings in its own system. But when you move to another system you cannot just build another HQ because those things are pretty damn expensive. No, you build a Jumpgate onto the wormhole connecting the two systems. No supplies means no working buildings. Talking about buildings. You can only construct them around planets. Kind of like a ring of space structures. Pretty cool to see. Only exceptions are turrets and JG.
Admirals. Hero units that you could recruit from an Academy. These heroes gave their fleet a bonus towards a particular race and ship. They had the added ability of doing small macro commands like "repair and rearm". In SP they had their own unique looking ship which was really nice to look at. They also had immediate access to their ships abilities. Admiral Hawkes is able to cloak his ship without the cloak reserach. Cloaking does take up supplies so best to only use it in case of emergency. The voice actors really did well in the game and I never though any of them out of place or overexagurated.
I gave away the wormhole part a bit too early but to access other systems there were wormholes. These wormholes you could jump through at will. Jumpgates can be built around them to deny enemy ships access. Jumpgates are built on both sides so the enemy can still destroy the JG but atleast you didn't have any stealth ships jumping through and it is a nice early warning system. JG are needed for supply in the next sector anyways.
Research was done through buildings like you would have in Age of Empires. I personally like this more instead of some abstract research tree screen. To do research you need resources first. There are 3 resources, much like Starcraft. Ore is needed for everything. Gas (read: your Vespene if you will) and crew for ships, stations and some research. To get these resources you need to find an asteroid field and a nebula. Harvesters can then gather these resources and drop them off at Refineries. Natural occuring resources get depleted over time so you cannot stay in one system for long. Crew gets recruited from Terran and Swamp planets that have a building that can recruit crew. Planets also provide Ore and Gas that do regenerate over time, albeit very slow. Refineries gather these for you.
There were 3 distinct races in the original game. They had different looking ships which is ofcourse only normal. Humans had corvettes (with AAA), missle cruisers, lancer cruisers (lightning ships in space), carriers and dreadnoughts. On the Mantis side you had ships more geared towards fighter tactics. Their Tiamats were the bane of my existence. Those bombers really, really, really hurt. Funny, none of their ships actually had AAA or flak cannons. Every race did have a constructor (duh), scout (cloaky), minelayer, troopship and resource gatherer.
In space battles ships take hits. When they lose their shields the hull takes damage. After a certain treshold it will show a damaged section where the ship took a hit. This made the game more imersive. Ships can go to a repair facility to repair and rearm. to go even further. Ships that were under construction could be seen outside of the Shipyard, being built. Neat little things like that.
The music was really well done. I really enjoyed the soundtrack, even back then. It had that Starship Trooper vibe but still being its own thing. You'll have to take my word on it. Or alternatively you can listen to this track: (link inbound)
Be warned though it is 13 min long.
The game was very well received by reviewers but due to lack of advertisement it never got off. Not enough people bought this game which was a shame because it was actually good. The SP was really varied and had decent narative to keep you going. Every day I wish I could play the full game of the next instalment of the franchise. The demo has been out for a very long time. The studio went under but came back under another name.
The reason why I am pleading my case here is because of the vein hope one of you might be interested and being a little naive. I am going to pledge a decent amount of money to this cause. Maybe try and get one of you guys onboard, I thought. You don't have to pledge ofcourse.
My first LP
Old Vyrium Uprising Trailer
That link to the kickstar page again is: http://www.kickstarter.com/projects/1869102574/conquest-2-vyrium-uprising-rts-fans-unite
EDIT: Though it has to be said this game isn't realistic. It has that layer of complexity because of supply. Crew is only needed for construction of ships. They do not get lost during combat etc. But what this game really is. Is an old school strategy game. Sorry for my ramblings, if interested you should go read the Kickstarter page. It has a better format than my gibberish.
- Spoiler:
- Harken back to a time of RTS glory !
Do you recall, not too long ago, when RTS games were played just for the fun of it? When we were not worrying about how many trophies or acheivements we had unlocked. We just played the game for the pure joy of kicking someone else's butt in multiplayer with guile, wits and sometimes, brute force.
When games lasted longer than fifteen minutes?
When you could build your base whenever and however you wanted?
When you could adjust your strategy during the game?
A time when bragging rights were all that mattered, and finding an opponents weakness in his or her defenses and exploiting it was a worthy goal.
Well, those days are FAR FROM GONE !!
Conquest 2 - The Vyrium Uprising is the sequel to the critically acclaimed real time strategy game Conquest: Frontier Wars. You build and command a vast armada of ships, factories and research facilities to become the dominant force in the universe.
Gameplay revolves around managing your resources, upgrading your fleets, and fighting to expand your territory. Be careful though, in Vyrium Uprising you also need to watch your supplies and supply lines as those become strategic targets for your enemies and sometimes those sneaky conniving Allies too.
We are about 50% complete with Vyrium Uprising, yet there is still a ton of stuff to do, things like balancing the 4 races, new artwork for units & interface, new campaigns to design, so much more cool stuff!
While we don't believe in patting ourselves on the back, we certainly don't mind it when others do. Conquest: Frontier Wars was Worthplaying's RTS of the Year, and earned an IGN Editor's Choice Award. In addition, it scored a 98/100 on GameZilla and won The Wargamer's coveted "Award for Excellence" with five out of five stars.
What sets Conquest apart?
Admirals - Control large fleets with a single click.
Supplies - Targeting your enemies supply lines adds unique strategies.
Multiple Maps - Fight on up to 16 maps at the same time.
Dynamic Galaxy - Novas, black holes, extraordinary star systems, randomization of maps, all make for a unique experience each and every time you play.
Hybrid Units - Unlock special units by allying with other races, or just take the technology yourself in combat.
As publishers turn more and more towards the safety of the console world, many of the games and genres that we enjoyed get left behind.
And not because there are not fans of those games, but rather that they don’t produce enough juice to propel those enormous cash guzzling publishing behemoths. So we fans get left out having no say in the board rooms, nor any chance at having our voices heard about the games we want to play.
Until now!
Kickstarter allows developers and fans to reach out and digitally handshake with each other, to get instant feedback on features that make the game better. Direct feedback is invaluable in saving time and allowing developers to avoid the arguments with the marketing department about what is and is not politically correct at that time. (YIKES – those late switches in game design are painful).
And it gives fans a chance to buy the games at a reduced rate !
Try going into a retail shop and pre-ordering the game and saving 50%, like we do here on Kickstarter.
Do you see that happening anytime soon? No? Neither do we.
Since Conquest's release in 2001, it's been amazing to see fans around the world creating mods of the original for the sheer joy of it. Conquest's history has been completely driven by its fans, and we're not stopping that - in fact, it's why we're here! We decided to make Vyrium Uprising because you demanded it. You were constantly sending us emails and posting about what you would like to see in the game, and in some cases even calling us so you could chat with us about Conquest.
Not only are we cool with that, but it's exactly how we want the development of Vyrium Uprising to go! Become a Peezocker Contributing Member and get access to live design meetings, a private forum, and private IRC channels. Our team will have a dedicated weekly meeting online with all of our Contributing Members, giving you access to the creative process like never before.
Wow – that would be amazing !!!
We set our goal where it is because we want to ensure that we can achieve it. However, if you guys tell us you want more, we are certainly willing to give it to you! Exceeding our goal opens up a world of possibilities:
More units, buildings and technologies
A single-player campaign for each race
More multiplayer game modes
A Mac version - and perhaps even versions for Android and iOS!
Peezocker is a slang word that means someone who goes their own way, they are known to buck the system, an instigator of a sort.
When we chose the name for our company that seemed to fit our team’s nature.
We are a group of seasoned game developers who share a passion for making high quality games. Eric Peterson is the Studio (knuckle)head, Mike Morlan keeps us on schedule, Sergio Rosas Is the Art guru, Anthony Salter is our programming and blogging fanatic, and Steve Garcia is our Interface shaman and Sr. concept artist extraordinaire.
Eric Peterson is the original producer and designer of Conquest: Frontier Wars. He got his start working at Origin Systems before founding Digital Anvil with Chris and Erin Roberts. He then started his own studio called Fever Pitch Studios which he sold and became Development DIrector for the likes of Warthog Texas, Warthog PLC, Gizmondo and Tornado Studios.
Sergio Rosas is our Art Director and owner of CGBot, a game development outsourcing group in Mexico - and of course we are going to be using them in the making of Vyrium Uprising.
Mike Morlan has been in the games industry for more than 20 years and cut his teeth working at Origin Systems on some of the earlier Ultima projects. He was also the project director at Fever Pitch Studios. In addition, he is an experienced independent film maker and story teller deluxe.
Anthony Salter started as a tester at Origin Systems, became a senior programmer at Fever Pitch Studios, and has worked for Human Code, Aspyr and Stardock.
Steve Garcia has been making games for about 8 years at companies like Disney Interactive, Junction Point, Fever Pitch Studios, Midway, Golden Goose and Midnight Studios. And before joining the games development world, Steve was an animation director on feature films like Iron Giant.
What does all that experience mean other than we are really old?
It means we know what it takes to make and ship games. Head on over to our company website at Peezocker.com for even greater detail on our team and what we are planning!
And if you read this whole danged thing, you deserve a medal !
Thanks,
Team Peezocker !
Kicking It Forward!
Da-Fort- *NwA* Clan Member
- Registration date : 2009-06-27
Re: Conquest 2: Vyrium Uprising
- Spoiler:
- I knew Admiral Hawkes wasn't the traitor. Damn Smirnoff...
z0mfg I came listening to that good old nostalgic tune in the Vyrium Uprising tralier...
You have my moral support because I'm kinda running low on moniez.
inb4 lazy greeks, get a job etc etc
Last edited by Hunt3r xXx on Fri 11 May - 16:31:30; edited 1 time in total
Hunt3r xXx- *NwA* Clan Member
- Registration date : 2011-08-30
Re: Conquest 2: Vyrium Uprising
Hunt3r xXx wrote:*Snip* Minor Spoiler *Snip*
z0mfg I came listening to that good old nostalgic tune in the Vyrium Uprising trailer.
You have my moral support because I'm kinda running low on moniez.
Here's another one from James Hannigan:
Da-Fort- *NwA* Clan Member
- Registration date : 2009-06-27
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