![]() An extensive technology tree featuring over 200 technologies ranging from lasers to weather control.Control doors, turrets, alarm, forcefields to defend against attack.Design and construct bases which you can then walk and fight inside.Take control of tanks, robots and aircraft to fully immerse yourself in the combat.Command armies and build bases from above.In Executive assault the decision is yours. Or if you find hordes of little bots are your problem, then upgrade your turrets with machine guns to rip them to shreds. So if you find your being attacked by heavy walkers, then counter with heavy beam lasers to slice them down to size. Be down there in your robot factory defending it from the oncoming hordes, or assault the opposing power station by breaking in and sabotaging their power grid.Įach unit in Executive assault can be designed and customized to meet the needs of the battle. Unlike most RTS games with FPS elements in Executive Assault you will be able to enter the buildings that have been constructed and fight from inside adding a whole new dimension to the RTS genre. Take control of any of your units from down on the ground as a robot or tank or take to the skies and bomb from your fighter jets or huge shielded hover cruisers, its completely up to you! Have you ever played your favourite strategy game and wished you were down there with your troops? In Executive Assault you can be! Scattered across the map are various resources to help you improve and build your operation, from Thorium crystals to help boost power, to random meteorite impacts to give you rare resources for constructing the most powerful of units. Along side your troops you will have access to long range artillery and missiles to take out unsuspecting units from afar. From nimble robots who are the back bone to your army, to heavy tanks and walkers to crush all who oppose. RTS modeĪs the CEO put in charge of taking over the planet, it is your job to build large base complex’s containing all the facilities you need, construct factories to produce robotic troops, research high technology to give you an edge over the competition and of course direct your army to annihilate the opposing company.Įach facility is designed to snap easily together with another to create a seamless complex, which can then be upgraded with defence turrets, doors, forcefields and many other exciting technologies to help defend you from attack.Īs well as building you base, you will also need to control your armies to attack, defend and conquer new ground using high tech weaponry and cunning strategies to defeat your opponent. Hey guys, sorry for the lack of updates recently.Executive Assault is an indie real-time strategy/first-person shooter computer game where you can not only build your base and create armies, but also take control of your units and fight as one of them. Now that Their Finest Hour and the latest patches have been released I have less to worry about. Just uploaded the latest update for WW1 mod, v0.4. ![]() Got it working as a mod instead of just having to paste all the contents over the folder. Included mod file to allow for easier install/uninstall Reduced number of unchanged vanilla files included in the patch to reduce size (e.g. changed the names of 4 provinces so that the TFH map worked correctly: added extra loading screen since TFH uses 6 This will need to be updated during balancing Included battleplans folder and settings for TFH compatibility #Executive assault 2 v0.429.1 mod Made the wars a little easier to win to help stop things going too wrong - most people will want WW1 to happen as normal 4.02 invasion AI means ITA OTT can get very messy indeed, so time limited the war and added events to clean up afterwards (ENG give military access to stop trapped units) Made ITA-OTT and balkan wars more reliable Replaced Armored cars with TFH version, having them as a full strength battalion was causing problems for AI Added unlocking techs for armored cars, anti tank and anti air brigades Changed years on armor and air techs to get an air war started about on time Added Repaircostmultiplier to all units, using TFH default of 0.05 Added unit groups to units for new combined arms mechanics Added armor/piercing stats to units from vanilla TFH Added TFH style caps to technology files, so max level = 12 for all techs Modified loadscreen fontsize back to 16 so text fits nicely in boxes changed core.gfx and temp_frontend.gfx to TFH versions. ENG and special forces model GFX - thanks to Kadanz Added some Historic battleplans for GER and RUS - thanks to Kadanz seems to be working and giving relatively stable fronts without gridlock in east/balkan/middle east fronts Added 25 day dig in cap in place of fort changes.
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