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Star Strike is 5 Years Old!
Posted by: EVA-251 on February 19, 2010 22:15
Damn, that's old.
I have been prepping for exams and debates instead of mod updates for the last week now, but I don't intend to break my duties of giving you guys an update for what is a special day for this mod.

As some of you may have noticed, the forums have been quite inactive as of recent. As you will see, something I hope to change. Wink

So without further ado, the unit updates.
SSIA
The SSIA, or Star Strike Interplanetary Army, is the brute force faction of the mod. Relative to their counterparts in the EDF and Invaders, SSIA units generally have more armor, more firepower and less speed. Their defenses are similar- heavily armored, deadly but all requiring power to function. However, when compared to the EDF and Invaders, their airpower and naval power fall short. The SSIA have no capital ships*, no super heavy aircraft and are the least potent in ground-attack from the skies.
  • The SSIA Medium Tank, a mobile yet very powerful basic tank that makes up the bulk of SSIA armored forces. This version was designed from the ground up, and is much lower profile than its predecessors, with better protection from small-arms.


EDF
The EDF, or Earth Defense Force, is the more "tactical" faction of the mod. With weaker ground forces than the SSIA that are also at a disadvantage to the speed of Invader counterparts, the EDF is very dependent on its very powerful support unit. Units like the HIMARS operate with the power of artillery and the mobility of personnel carriers, making possible the idea of Artillery harassment. With warships like the Battleship, Aircraft Carrier and aircraft like the massive Mi-30 Gunship, ultra-fast F-22 and stealthy B-2 Spirit, the EDF is sure to harshly punish anybody who surrenders control of the sea and air.

  • The EDF M1A3 Abrams makes up the core of EDF armored divisions. Chosen over Russian and Western European designs for its perfect combination of cost, mobility, protection and firepower, the Abrams is among the most versatile units on the battlefield. With a 120mm gun for tanks and structures and failed APS turned anti-infantry MGM-167 missile launcher, the Abrams can respond to just about any land based threat with great efficiency. Even though it pales in comparison to the massive weapon of the SSIA's Main Battle Tank or the rapid speed of the Invader Proton Tank, its versatility allows it be their equals without a question.

  • The EDF Humvee is the primary recon and light transport in EDF service. Like Abrams, it was chosen for its mingling of innovative technology and low costs. Rolling straight out of the factory with extra armor protection and infantry firing ports, the Humvee makes for an ideal raider, given the right men are put inside. When it becomes necessary for the crew to defend itself however, they don't simply run away or rely on the help of loaded infantry: the powerful remote-operated M312 .50 caliber machine gun can chew through infantry without any remorse, and some elite crews are entrusted with TOW missiles, helping remind enemies that just because their vehicle is lightly armored doesn't mean it should be taken lightly.

  • The EDF Avenger is rolling death for aircraft and missiles. Based off a Russian APC chassis and heavily modified to support the Testudo CIWS system. Named after the Roman defensive formation, the Testudo CIWS's 20mm minigun and Block III Stinger launcher system can literally stop any airborne threat, from incoming missiles to jet fighters before they can cause harm. The vehicle is also electronic warfare capable, with the Testudo's radar being wired into the vehicle and also capable of projecting what has been termed a disruption beam. This allows for the Avenger to disrupt the cloaking fields of invisible objects as much as to render them visible to everyone else.

  • The EDF Battleship (Independence Class) is one of the EDF's two capital ships. With powerful 16 inch guns, the Battleship is by far the deadliest surface combat on the high seas. Although thought to be doomed after the First Red War and the ensuing proliferation of Missile Ships and Aircraft Carriers, the need for a near indestructible warship that could sail into range of shore defenses, shrug off attacks and destroy them never faded. As quoted by one US admiral- "whereas airplanes can be seen on radar and defended against, the enemy has no alternative but to try to endure the devastating salvo of hypersonic 16 inch shells."

  • The EDF Missile Destroyer (Wilson Class) is the workhorse of the fleet. Equipped with an incredibly powerful sensor/cloak disruption system, the Destroyer is not only a lethal combatant but a useful fleet support and escort unit. Intended to keep targets from getting too close to Battleships and Aircraft Carriers, Wilson Class Missile Destroyers use 155mm deck guns to defend against surface targets, surface-to-air missiles to defend against most aerial targets and two Phalanx CIWS systems to defend against missiles.


Invaders
The Invaders are the mobility faction of SS. While not necessarily weaker in firepower, the Invaders are at a genuine disadvantage in respect to vehicle protection to both the EDF and SSIA. The most powerful units of the Invaders however, are their infantry, which are faster, stronger and deadlier than their human counterparts. Several of their infantry can equal the firepower of main battle tanks, one can move as fast as a main battle tank and another can take more punishment than a main battle tank.
  • The Invader Bomb Drone is a simplistic suicide drone designed to deliver a huge payload at a quick speed. When close enough to a target, the bomb drone activates a powerful burst of energy that triggers a massive explosion, which can level buildings, destroy tanks, punch holes in ships and annihilate entire platoons of exposed infantry. With powerful hoverjets and a 360 degree camera, there is little in way of terrain, be it sea, land, slope that can slow down a Bomb Drone in its approach to a target. As such, it has become one of the priority targets of both the EDF and SSIA.


Changes
It has been a long time since the last release of Star Strike to the public. Star Strike 0.6x Build 2, which a marked improvement over Build 1 which was a marked improvement over 0.57, and so on. However, 0.7x will represent not only a shift toward better balance but toward an entirely different style of gameplay.
  • Infantry have been tweaked as to not be so dominant on vehicles, but still a great threat. Tier-1 Anti-Tank infantry are no longer uncrushable, meaning that tanks now have the option of running them down.
  • Vehicles play a greater role in battle as a result of tweaks to the other areas of combat. Tanks in particular are back in style. Artillery on the other hand, have been made less potent against tanks, to solve the age old problem of artillery being "glass tanks" instead of artillery.
  • Aircraft have been mightily nerfed. In Beta 0.6x, aircraft were the kings of the SS battlefield. Helicopters were worth infinitely more than tanks, and airpad aircraft laid waste to entire tank formations and even heavy anti-air without difficulty. Like artillery, they are no longer "tanks with ammunition" but rather support units, which although powerful will not win the battle for you anymore.
  • Ships have been tweaked. Ships like the Destroyer and Battlecruiser no longer have artillery range, giving those who lost the high-seas some hope now. Aircraft Carrier range has been dramatically reduced, as to actually make players leave their base or the safety of an expansion outpost when an attack is desired.


Additions
During testing, many times short-comings were identified with the factions- the SSIA navies lackluster units, or the Invader's inability to strike out at a distance from the sea, for instance.

SSIA
  • Guardian Frigate: The SSIA players had to place most of their trust into the Battlecruiser, which literally had the job of anti-ship, anti-land, anti-sub, anti-air, anti-missile and stealth detection. To ease up the workload on the Battlecruiser, and force the SSIA to mix their naval forces, the Guardian Frigate takes over the duties of anti-aircraft and anti-missile defense. Firing powerful cluster missiles, the Guardian is more than capable against any airborne target.

  • Sensor Corvette: Taking over the duty of stealth detection from the Battlecruiser, the Sensor Corvette is a dedicated support vessel. Lightly armed and having more hardware than ammunition, Sensor Corvettes are meant to operate within SSIA fleet formations to provide them with protection from submarines and Shadowcraft.

  • Hunter VTOL: The Hunter VTOL is the primary helicopter-type assault aircraft of the SSIA. It is equipped with two pods of air to air anti-helicopter missiles and another two pods of unguided air-to-ground rockets. Not too potent against infantry targets, the rocket barrage is meant to turn tanks into scrap metal in a short period of time. It was added to shore up the gap in SSIA airpower.

  • Air Transport: Added to diversify the factions, the Air Transport is an armed and heavily armored variant of the Chinook Helicopter that provides the SSIA with an effective means to shuttle infantry and light vehicles around. It also has an anti-infantry minigun and anti-tank guided rockets for self-defense, which although weak, give the SSIA an advantage when the LZ is hot.

  • Resource Extractor: Whereas the Invaders have had a resource building for some time now, known as the Technology Hub, the SSIA and EDF never had one. The Resource Extractor provides the SSIA with a constant flow of credits by drawing directly on the mineral resources of the earth below it.


EDF
  • Repair Drone: Whereas the SSIA had the Repair Tank for some time and the Technology Hub provided free constant repairs to all Invader units, the EDF had to drive their vehicles back to Service Depots for any sort of repair. Acting somewhat as an upgrade to EDF vehicles, Repair Drones enter the vehicle internals, releasing smaller self-contained repair drones that will actively repair battle damage as it is incurred.

  • Mirage Transport: Replacing the M2A5 Bradley as an infantry transport, the Mirage was meant to mix up the factions but also give the EDF a way to covertly insert infantry, such as spies, into the enemy base without detection. It has the same weapon set as the Bradley, but the vehicle lacks a turret due to mirage logic.

  • Drilling Platform: The EDF Drilling Platform extracts iron ore from the ground and puts it onto the surface, allowing it then to be harvested by the EDF, which can be extremely advantageous in siege scenarios. It is the EDF resource building.

  • Satellite Scan: The removal (see below) of map revealing powers means that the EDF once again gets the intelligence advantage, as they now have the only means by which to clear the shroud without scouting.


Invaders
  • Lite APC: The Lite APC gives the Invader starting vehicle inventory a much needed boost and reduces Invader dependence on the naval yard based regular APCs for trasnport duties. It uses a vehicle armor instead of a ship armor, meaning it is less vulnerable to bombing and more vulnerable to tank killer weapons. It also lacks the anti-sub capabilities of the standard APC.

  • Heavy Bomber: The Invader Heavy Bomber is the strongest and most powerful aircraft in SS. A long delayed addition to the Invader arsenal, the Heavy Bomber is a nightmare to anything on land or sea, including even the strongest tanks and resilient buildings.

  • Swarmer: The Swarmer is the Invader equivalent of an Aircraft Carrier. Acting as the Invader capital ship, the Swarmer uses its teleporter pad to receive incoming Interceptorcraft. Each swarmer can launch and command a small flight-wing of the craft, each of which has 3 bursts worth directed energy cannon fire to attack with. Although less numerous than the drones launched by the EDF Carrier, the Swarmer's are much harder to destroy and thus actually can swarm around a target effectively.

  • Spy Drone: The Invader Spy Drone is an equivalent to the SSIA Agent and EDF Spy. It uses invisibility as its means of disguise and movement to target area.

  • Ripper Infantry: Invader Ripper Infantry are basic T1 anti-tank infantry. Taking over the role of the Proton Trooper in stopping tanks after that unit was moved up to Tier 2, the Ripper can also attack infantry. With low damage against infantry, Rippers, like SSIA Rocket Soldiers function most effectively when supported by other basic infantry.

  • Conversion Device: A minor superweapon in the last iteration of SS, it now acts as the Invader's special paradrop equivalent. Find a group of enemy infantry and turn all of them within a 2 cell radius into your own! Wonderful, isn't it?

  • Defense Shield: Replaces the Conversion Device as the Invader minor superweapon. Reusing the Forceshield logic of YR, the Defense Shield provides protection for a wide area of an Invader base for no power cost for a decent amount of time.


Removals
However, some units become extraneous or just plain detrimental to gameplay. As such, they were removed.
SSIA
  • Sniper: As part of an effort to make infantry more useful, snipers were eliminated from the list of normally buyable infantry. This includes the SSIA Sniper, who was arguably the worst offender when it came to being overpowering.

  • Grenadier: The Grenadier was folded into the Machine Gunner. This new unit is called the Heavy Gunner, and uses the grenade whenever faced with building or vehicular targets.

  • Anti-Personnel Tank: The SSIA Anti-Personnel Tank was simply too overpowering to be kept in the mod. The SSIA had no need for such a unit either, given its powerful artillery and tanks.

  • Assault Carrier: In order to diversify the naval forces, the SSIA lost their Aircraft Carrier unit. It was compensated by the addition of a dedicated anti-air vessel and sensor vessel, which will allow for the Battlecruiser to be made cheaper as it will no longer be such a jack of all trades unit.

  • Rocket Barge: In a brief experiment to test the suitability of a battleship-ish unit for the SSIA navy, the Rocket Barge was invented. The experiment concluded there was no such need.

  • ATGM: As named by testers the "Telescope", the ATGM was removed as it made heavy defenses like the SSIA's Omega Laser Turret useless. It costed one-third of what the Omega costed, did more anti-tank damage and required no power to operate.

  • Laser Turret/Missile Turret: The SSIA Anti-Ground Missile Turret and Laser Turrets both had their chances to shine in the sun and be used as defenses. However, with the restructuring of each side's defensive buildings, the Missile Turret has become a multi-role anti-ground/anti-air defense.

  • Spy Satellite: Removed to emphasize scouting over rushing to Battle Lab.


EDF
  • Sniper: To make infantry usable beyond the first few minutes. Snipers were far too hard a counter against all infantry; they were totally overkill inside vehicles.

  • Tank Destroyer: The Tank Destroyer was redundant given the power of the Railgun Tank.

  • Tesla Cruiser: The Volkov Class Tesla Cruiser was cut from the EDF lineup primarily to help even out the unit counts between the 3 factions' fleets. The other candidate for removal was the Destroyer, but it was decided that the Destroyer was much more versatile awhile not being nearly so volatile to balance.

  • Black Eagle: In Beta 0.6x, it was easily the most overpowered unit and nothing done to it ever seemed to fix it completely. It was removed for basically making the F-22 Raptor, Tesla Bomber and B-2 redundant. Or in short, it outclassed the rest of the EDF airforce. Yikes.

  • NDS(Naval Defense System): The Naval Defense System was at first a dual missile launcher and then a railgun that was the only naval defense in SS. It was removed primarily because it was overpowering and also because the idea of giving each side naval defenses fizzled out.

Invaders
  • Bio Trooper: The Invader Sniper equivalent, the Bio Trooper was removed to keep the side matchups fair in infantry wars. The Bio Trooper was the more balanced of the snipers however.

  • Blazer: The Blazer was an Invader anti-tank turret that was added during testing but recently removed in light of the re-imagined defensive lineups for each side.

  • Sensor Probing: The Sensor Probing ability was the Invader map reveal ability, until all map clearing abilities were removed and this ability was given to the EDF as "Satellite Sweep".

Upcoming Attractions
Expect to see these soon. Wink
  • SSIA Faction Logo
  • EDF Faction Logo
  • Invader Faction Logo
  • Finalized design for Mod logo?

Update delayed no longer!
Posted by: EVA-251 on February 18, 2010 21:37
This is just a placeholder topic while the main update post gets finished. The craziness of University work has given me little time over the last week to get this done, but rest assured that tomorrow, the full topic in all its glory will be up.

Until then, this is the EDF M1A3 Abrams, which was redone over the summer.

(click the image to go to the Unit information thread)

I look forward to giving you guys the real update, not just this one unit profile.

News
Posted by: EVA-251 on February 11, 2010 18:55
Star Strike is now exactly a week from being 5 years old! This said, expect a sizeable update on February 18th, which I will somehow finish conjuring during this chaotic exam and project filled week.

In other news, the website's news system has been replaced; it no longer uses CuteNews but rather is fed straight from this board. As such, expect more news posts because I don't know have to make forum and site specific site updates.


To close this post off, a big thanks to Banshee for wiring this all up!

Major Update
Posted by: EVA-251 on April 01, 2009 20:13
First of all, and most importantly, is a major shift I am making in the mod's course. I have realized that using my own original factions was a bad idea and probably doomed the mod (although the initial laziness and 'OMG MUST RELEASE ASAP' attitude I had toward the mod was a close second). Until today, that is.

Today, I am announcing the change of Star Strike to a post Tiberian Sun sequel that will take full advantage of RA2's advanced engine. GDI, Nod and Cabal will be the primary factions. The premise of this new Star Strike will be portray a post FS world, where Mechs dominate the brown, depressing landscape scouring it for their enemies to stomp on or shoot with powerful lasers. GDI appears victorious after the events of Firestorm, destroying Cabal's supposed bunkers and smashing Nod whereever it pops up. The Messiah seems to be dead- or is he? Of course he isn't, in Tiberian Universe, you don't kill Kane, Kane kills you!

There will be 3 campaigns, each of equal length describing the stories of each side- How GDI's relaxing leads to disaster when Nod resurfaces and Cabal attacks, how Nod struggles to re-unite itself under one banner again, the help of the Messiah in doing this, how the rogue AI, CABAL continues its nefarious plans awhile suffering from the worst case of cockroach complex in all of the universe's history and lastly, how those nasty little Scrin figure into the whole equation.

But this doesn't mean that the new SS will neglect the multiplayer person. There are more than 20 new gamemodes that add RA2's fun factor to the Tiberian universe; something it seriously lacked in the past. Perhaps you want everything of yours exploding into chunks of Tiberium as in the "Kane's Fantasies" mode, or maybe you like it when the best counter to commandos is tanks thanks to their use of vehicle armors, as in "Tiberian Sun, Revisited" mode! Or maybe, you're the sort of person who likes having the 3rd enemy to fight on that 2 player map, like in "Super Tiberium Creatures: Frustration" mode! These three modes and all the others unlisted support AI and player to player combat, giving you countless ways to fight your new Tiberian war.

For nostalgic purposes, the mod will even make sure that the map "Grand Canyon Revisited (2-4)" is always your default map to play on!

To honor the memory of the old Star Strike and its missed birthday on February 18th, please follow these links to get to some new profiles.

>Cabal Advanced Harvester Walker
>GDI 'Juggernaut' Mammoth Walker Tank
>GDI Seeker Wheeled Hovercar
>Cabal Doomsday Walker
>Nod Warrior Walker Helicopter
>Nod Hellraiser ATGM Walker
>Cabal Walker Infantry Factory
>GDI ORCA VTOL Transport Walker
>Nod Hummer Hover Walker
>Cabal Eviscerator Cyborg Walker

Yes, you read those correctly! Maintaining Tiberian Sun's theme of mechs and rapid technological advances (30 years we go from Abrams Tanks to perfect 30ft 120mm cannon Walkers!) all three factions, including Nod and Cabal, have managed to perfect walker technology, allowing everything from Riflemen to ORCAs to use walker legs!

I hope you enjoyed these unit profiles, it is only the beginning of this new SS; expect more in the future. Wink

CAUTION: The new SS is an attempt a true sequel to Tiberian Sun. Please talk to your doctor if you have had bouts of RAAGGGEEEE in the past, as this may be a sign of a serious over-reaction, that may result in lulz or death. If you continue to have such symptoms, please discontinue taking such posts seriously. Serious Business is not meant for everyone, including women who are pregnant, may become pregnant or are smoking. Men should not take serious business if they suffer from BAWWWWWitis or ED.

Star Strike is done.
Posted by: EVA-251 on April 01, 2008 15:46
It has been a rough three years for Star Strike, no doubt about it. I've successfully managed to kill this mod with my lack of important, critical skills, like mad-1337 'shopping, mouth-dropping 3-d models, and of course, the ability to make a new terrain set. Gotta do one of those. Atleast, this is what I have gathered from my experiences here. Oh, I can't discount the fact that every release before 0.57 ranged from trashy at best, to just a steaming pile of crap.

Anyways, enough being bitter- I am going to get right to the point.

Star Strike 0.6x<a>Build2</a>isnotgoing to be the last version of the mod.
For those who enjoyed 0.6x, 0.57, and previous versions (Why?!) I am sorry. 0.6x Build 2 will have to tide you over for the next major release. Until then, enjoy the new stuff in Build 2!
I enjoyed playing games of the mod with many of you, enjoyed getting feedback, getting beaten, outwitted, and helping me to find that mod had some potential. I thank these people for their services. I hope you guys to continue your services, as well.

However, on the bright side, Stalemate and The Cold War arenotbeing revived.Don'tExpect to see Abrams and Patton Tank redos, for each mod respectively fairly soon.
in during April's Fools; bandwagon effect

Star Strike is 3 Years Old!
Posted by: EVA-251 on February 18, 2008 22:07
First, NEW UNITS!

I know how it pains you to read, and that is good, because it pains me to type, so lets just get to the pictures, shall we? Very Happy

SSIA Hover Tank
A very heavily armored yet compact design, well suited to engage enemies be it on the sea or open plains.



SSIA Ore Miner
A bulky design by all standards, the Ore Miner is designed to make it resource zones and back, fighting along the way if needed.



SSIA Stealth Tank
It is rather ironic that the Stealth Tank is a rather large vehicle with a huge turret, yet is so quiet (and invisible, duh). No concept available, but I will tell you, it is damn accurate to it.



EDF Battle Screenshots
The EDF offers the most flexibility for players seeking a naval battle, or control of the air. Striking hard, fast, and from a distance are trademarks of both branches. This does not mean however, that the EDF ground forces are not in any way incompetent or inferior.

The EDF M1A3 may lack in raw firepower, but speed and protection make it a deadly opponent for any Battle Tank.

Encircling is a very useful tactic against the overpowering SSIA Main Battle Tank.

Abrams can bust open fortifications that oppose them without much difficulty.

Unfortunately, heavy casualties usually come from suicidally rushing at the enemy, as displayed by the Stealth Bomber.

Support from Bradleys and Avengers could of easily turned the tide of this battle.


The EDF Railgun Tank is a sophisticated albeit prototype combat vehicle designed to destroy, well...anything that gets in the line of fire of its main gun.


The fearsome airstrikes of the SSIA can keep any defender pinned down.


The EDF Navy's workhorse is the Missile Destroyer, an advanced combat ship with the ability to attack any target on the battlefield within its range.


The EDF Navy is very much the best fleet in the world, and this is reflected in the mod.


While powerful, the EDF Destroyer easily succumbs to aerial bombardment.




The EDF Fleet is almost entirely sunk, with one Volkov Class Tesla Cruiser remaining to carry on the fight. Unfortunately, the 2 Stealth Tanks have payloads to deliver.