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DaftPunk
06-03-2012, 03:56 PM
I see people saying that the game without mods is like unfinished product,so which mods do i need to download for the game.

R-F
06-03-2012, 04:31 PM
All of the ones you can.

Norskov
04-06-2012, 08:57 AM
I'm aware this is an old thread, but I figured posting here instead of starting a new one would be the best.

There's a new build out including the campaign with AI functionality.

Preview (http://www.youtube.com/watch?v=TL4E4ltMs1k&list=UUnZCKy-h2vS5M39rWwTN9gw&index=1&feature=plcp)

gundato
23-09-2012, 09:22 PM
Heads up, apparently Cortex Command is hitting Steam "this month" (I assume he means October)

Been a few years since I hit this up, but it was really fun back then. And apparently now it has non-crappy AI AND campaigns. And apparently you can get stuff air-dropped without it landing wrong and exploding horribly and killing everyone you know and love, which is kind of a downer. I enjoyed that :p

http://devlog.datarealms.com/cortex-command/cortex-command-1-0-playtest-preview/

And if you look at nothing else, watch this and laugh hysterically http://www.youtube.com/watch?v=hhyZFT4Aw_Y&feature=player_embedded#t=293s
(http://www.youtube.com/watch?v=hhyZFT4Aw_Y&feature=player_embedded#t=293s)

rsherhod
23-09-2012, 09:27 PM
Any word on how those who bought it in that Humble Indie Bundle, ages ago, will get the update?

Edit: Never mind. Seems they've been keeping the Humble download link up to date, so we should be able to get a Steam key too :)

gundato
23-09-2012, 09:29 PM
The site update says " Everyone who has previously bought the game will get a Steam key, don’t worry http://devlog.datarealms.com/wp-includes/images/smilies/icon_smile.gif"

So probably will get the update the same way previous updates were handled: Go to your humble bundle page and check for it. It will just probably be a serial instead of a new installer

DaftPunk
23-09-2012, 09:31 PM
Thanks for heads up.

gundato
23-09-2012, 09:58 PM
Been listening/watching the video on and off (nothing else as funny as what I linked to), apparently it is "before the end of the month". So yay

Stevo
23-09-2012, 10:02 PM
Always wondered wtf is CC and wtf is going on??

gundato
23-09-2012, 10:25 PM
Cortex Command is a "tactical side-scrolling physics based shooter" or whatever the hell they called it.

In a nutshell: You have a robot with a brain in its head. Your goal is to kill the other robot with a brain in its head (and the other one, and the other one, etc). You do this by digging for gold, fortifying your position, and airdropping robots without brains but with guns from orbit.

Kodeen
23-09-2012, 10:29 PM
Very cool, I was waiting to play this until it was officially released.

Now I only have to wait 2 or 3 years for Splot, then I'll be set.

OrangyTang
23-09-2012, 10:33 PM
Cortex Command is a "tactical side-scrolling physics based shooter"
In my experience that translated into "overly complicated and obtuse controls, which will spontaneously do the wrong thing, then blow up in your face. Because physics."

Is this still the case? The idea always seemed good, I just found it utterly unplayable.

gundato
23-09-2012, 10:42 PM
Correction: "Less than a week" apparently.


In my experience that translated into "overly complicated and obtuse controls, which will spontaneously do the wrong thing, then blow up in your face. Because physics."

Is this still the case? The idea always seemed good, I just found it utterly unplayable.
What, you didn't like all your ships exploding before they drop anyone off and everyone being deployed half-dead? :p

Judging by the video, they at least got it to the point that you can reliably get new units deployed quickly. The controls still look a bit clunky, but that is the kind of thing you get used to fast.

Dominic Tarason
24-09-2012, 01:32 AM
In my experience that translated into "overly complicated and obtuse controls, which will spontaneously do the wrong thing, then blow up in your face. Because physics."

Is this still the case? The idea always seemed good, I just found it utterly unplayable.

Huh? Overly complex controls? It's designed to be played with a gamepad, and only uses about a third of the buttons on that, anyway. I think you might be remembering another game.

Hensler
24-09-2012, 01:44 AM
Never heard of it, but looks like a lot of fun. I think I'll buy it :) .

jnx
24-09-2012, 03:12 AM
Wonder how it is these days? I had shitloads of fun with the demo like 3 or 4 years ago :D

Krikey!
24-09-2012, 08:24 AM
^Me too. Was a lot of fun, especially in split-screen multiplayer. Gets even nuttier with mods.

I haven't been following its progress lately though. Might be a good time to add the website back into my list of Live Bookmarks.

b0rsuk
24-09-2012, 08:47 AM
It's basically an alpha or tech demo. Very clunky, single player is a mockup, movement clunky and sluggish. A hair can stop you in your tracks. Lots of rough edges. It may be fun in multiplayer, but so is Worms.
I had more fun popping pimples.

johnki
24-09-2012, 09:12 AM
I haven't played in a while. Did they ever add networked multiplayer?

OrangyTang
24-09-2012, 09:24 AM
Huh? Overly complex controls? It's designed to be played with a gamepad, and only uses about a third of the buttons on that, anyway. I think you might be remembering another game.
Hm, I was trying to play with mouse and keyboard which based on the on-screen prompts looked like the 'proper' way to play it. Maybe I'll try with a pad at some point.

Squirly
24-09-2012, 10:54 AM
I haven't played in a while. Did they ever add networked multiplayer?

Apparently the nature of the code doesn't really allow that. Split-screen multiplayer is the only option which is ALL KINDS OF SAD.

Alex Bakke
24-09-2012, 11:00 AM
Apparently the nature of the code doesn't really allow that. Split-screen multiplayer is the only option which is ALL KINDS OF SAD.

That must be rubbish. Mount & Blade's developers, lead dev Armagan in particular, was screaming that it was impossible to code for multiplayer in M&B for years. There's be 10+ threads per day on the forums asking if MP was planned, with one of the devs/admins replying 'No, it's impossible, we will never make multiplayer for a Mount & Blade game.' etc.

johnki
24-09-2012, 11:03 AM
Apparently the nature of the code doesn't really allow that. Split-screen multiplayer is the only option which is ALL KINDS OF SAD.
I always hated that saying because the nature of code is to be modifiable.

Now, whether it would be easy or, moreover, worth it, is another subject entirely.

Dominic Tarason
24-09-2012, 11:25 AM
You do realize that each and every pixel of the game-world, and pixel of every unit, is a seperate physics object in Cortex Command? This is a game where, as you walk, your foot actually makes a small indentation in the ground based on your mass and the density of the earth. You want to try writing netcode that keeps all that in synch and lag-free? Go ahead. Seriously, I'm pretty sure the developer would be happy to have your help. He already got help in porting the AI script to LUA, I believe.

Squirly
24-09-2012, 11:32 AM
Pretty much what Dominic said. There's just way too much to process to make it in any way "simple" to implement LAN or online play. Hence the only option being split-screen where everything happens on one machine, in one game instance.

Malawi Frontier Guard
24-09-2012, 12:02 PM
I'm not a programmer, but Clonk has had some form of networked multiplayer in every release since 2000, and that has a very similar terrain system.

But poor indies, etc.

DaftPunk
24-09-2012, 12:21 PM
You know what would be nice,small touch exactly,for example when you have all these different parts of the planet,why not making background to match for example jungle part of planet,also make ground brown or something.. Because now everything look kinda same :/

b0rsuk
24-09-2012, 12:51 PM
Not all code is alike. It's perfectly possible to paint yourself into a corner, at which point it may indeed be easier to start from scratch. If you live in a 2 story house, you probably can't slap 5 stories on top of it for extra room. You need better foundations. Maybe the creator of Cortex Command isn't a very good programmer.

Dominic Tarason
24-09-2012, 01:42 PM
I'm not a programmer, but Clonk has had some form of networked multiplayer in every release since 2000, and that has a very similar terrain system.

But poor indies, etc.

No, Clonk really doesn't have a similar terrain system. It has far more in common with Worms.

Matzerath
24-09-2012, 05:41 PM
You know, I'm biased because I could give a rat's-ass about multiplayer, but what Cortex Command appears to have done that is truly impressive and rare is to have a competent AI implemented.

DaftPunk
24-09-2012, 06:00 PM
What kind of Ai is that Mazzerath,the competent one ?

Dominic Tarason
25-09-2012, 12:27 PM
The fact that the AI can not only navigate incredibly complex, constantly-shifting environments, plot digging routes, and even give the developer a run for his money (notice that he's pretty close to losing in that big campaign walkthrough video) is more than a little impressive.

Bobtree
25-09-2012, 04:54 PM
I watched the 1.0 preview where the developer plays for 40 minutes, and however good the game is, that was a poor presentation. He's tired, trying to talk while playing, and gets his ass handed to him repeatedly. This is a lousy way to promote a game.

MD!
26-09-2012, 12:03 AM
I watched the 1.0 preview where the developer plays for 40 minutes, and however good the game is, that was a poor presentation. He's tired, trying to talk while playing, and gets his ass handed to him repeatedly. This is a lousy way to promote a game.

Says you! I would take this any day over the super-polished hollow bullshit we usually get.

gundato
26-09-2012, 12:53 PM
Most dev previews/walkthroughs aren't meant to "look awesome". They are meant to show gameplay and features.

Its like how every time E3 or whatever comes around, there are hordes of people saying "I can play that game better, they are stupid"

Now, I do think he should have gotten a good night's sleep and//or narrated afterward (I think Total Biscuit does the record, then narrate), but he still managed to describe the important stuff clearly.

gundato
28-09-2012, 05:55 PM
Yay, squibble bibble!

http://store.steampowered.com/news/8972/

And grabbed my steam key off the website for later today

alms
28-09-2012, 06:45 PM
And grabbed my steam key off the website for later today

Cool, thanks for the heads up.

Tei
28-09-2012, 07:05 PM
I think Cortex Command exist as a cautionary tale to future game devs. A list of things to avoid. #1 Pixel based collision + bad controls, #2 Never actually finishing...

I am surprised is on Steam. Is this a "complete" version?

Gorzan
28-09-2012, 07:17 PM
In theory this is the 1.0 version, so it should be a finished product.

tomeoftom
28-09-2012, 07:21 PM
It is one hell of an engine; it irks me that implementing sane controls and otherwise making the game enjoyable to play (rather than experiment with) would be about 2% of the work they've already put in. The physics system and AI is just completely unbelieveable and it's going to waste on the most basic of bad design choices.

rsherhod
28-09-2012, 10:01 PM
^like dwarf fortress then.

gundato
28-09-2012, 10:07 PM
Ha ha, the controls are even worse than I remembered them. Gonna take some time to re-learn the game

And give the Maginot Defense scenario a shot. REALLY fun, and might actually be winnable if you have more than one player.

Kodeen
29-09-2012, 03:22 AM
Does it have a proper campaign?

tomeoftom
29-09-2012, 09:35 AM
^like dwarf fortress then.

Haha, totally.

hamster
29-09-2012, 01:30 PM
Ooh I have this game. Downloading now. Somebody teach me how to play!

edit:

just played a bit of this game. Shit it's tough. Apparently the way the game works is that there's a "world map" where compete for areas against the A.I. These areas have gold hidden underneath the surface, which must is uncovered by digging through the environment with a bot armed with a digger. You allocate a budget for attacking an area. This budget determines the stuff you spawn with. You spawn with the main bot and every bot can be individually controlled or you can set their behavior to A.I. Your objective is to blow up the enemy main bot. You get to airdrop additional bots with the leftover budget. If you win you "conquer" the area and allocate a budget "exploring" it. Exploration means the game automatically builds bots and bunkers and mine gold.

The tutorial doesn't really tell you much. It didn't tell me that the transport vehicle that airdrops your stuff is destroyable. Aiming is damn hard due to the lack of a crosshair (only appears when enemies are on screen). Don't think there's a "follow me" command either so all my guys are just languishing around either digging gold, patrolling randomly or staying put.

Seems kind of cool but i'm overwhelmed by the number of choices of bots to spawn. These guys have an assload of equipment with different names (and thankfully descriptions). Also can't figure out why a bot's health can go from 100 to 40 in 5 seconds, and then 40 to 0 in half a millisecond with the same gun and same hit rate.

gundato
29-09-2012, 04:04 PM
Does it have a proper campaign?
You have a campaign sort of like the later expansions of each Dawn of War game.

Essentially, you and the AIs are competing to take over gold mines. On each turn, you can deploy a brain to attack a site (with money) and/or you can consolidate your existing sites. Your goal is to wipe the enemies out.

It is fun, but it is a stark reminder of how hard it is to eliminate an enemy who has fortified their base.

gundato
29-09-2012, 05:29 PM
Oh, one tip I found useful:

If you are getting overwhelmed by a swarm of enemies: Go to the buy menu, unload everything, and then summon a rocket. You'll basically be spending 50 gold for a bombardment. Then you just take control of the rocket and try to aim for a group. If they blow you up, the wreckage will kill them. If you get REALLY lucky, you'll see an enemy ship and you can smash into that to make even MORE wreckage (and cost them quite a bit). I used that a lot last night to get some breathing room to deploy more units.

TaroYamada
30-09-2012, 02:13 AM
The tutorial doesn't really tell you much. It didn't tell me that the transport vehicle that airdrops your stuff is destroyable. Aiming is damn hard due to the lack of a crosshair (only appears when enemies are on screen). Don't think there's a "follow me" command either so all my guys are just languishing around either digging gold, patrolling randomly or staying put.



There is a "brain hunt" mode which will make them automatically head towards the brain, that's what you want to use, as essentially it's the same as a "follow me". They will automatically protect themselves. Furthermore, that isn't true that the crosshair only appears when enemies are on screen, move your mouse away from the character you have and a crosshair will pop up.

jonfitt
01-10-2012, 02:12 AM
I am enjoying playing this now. I bounced off it in the past, I think the improved AI helps muchly.

Anyway, I came to ask those more knowledgeable:
1) Are there any GUI mods that do things like print the currently selected weapon on the screen (squinting at gun to try and work out what it is is hard).

2) Can you recommend some one-off scenes that work with 1.0? I liked the included Zombie cave, etc. and want more of that: minorly scripted, mission based.

hamster
01-10-2012, 07:40 AM
There is a "brain hunt" mode which will make them automatically head towards the brain, that's what you want to use, as essentially it's the same as a "follow me". They will automatically protect themselves. Furthermore, that isn't true that the crosshair only appears when enemies are on screen, move your mouse away from the character you have and a crosshair will pop up.

I tried that - they didn't do anything. Must I manually select "brain hunt" for each bot? I tried the "waypoint" command but it only instructs the selected bot.

Another thing that confuses me: just how many guys can you fit into a dropship? It doesn't really tell you, but if you put too many guys, the thing can't lift off (in fact it comes down like a meteor and blows the hell up when it hits the ground). Furthermore, how do i pair weapons with bots when calling reinforcements? The weapons seem to be deposited separately with the bots and sometimes these asshats just sit there without picking up the weapons, or some weapons end up vaporized.

I think the game would be a bit more accessible if it had more info and possessed a lasso/selection box you can drag with the mouse like conventional RTS. Right now the player's viewpoint is anchored to bots, which is annoying. Truth is i think the game is pretty broken and kind of crap.

Phantoon
09-10-2012, 06:36 PM
Always enjoyed this game. Sadly, I can't figure out how to redeem my old key for any recent update of the game. I'm still getting the 2010 era build.

CommunistHamster
17-10-2012, 10:52 PM
licensing.datarealms.com and/or the Humble Bundle account pages should give you your steam key.

hamster
18-10-2012, 07:29 AM
die commie die