OpenSA (SA stands for Swarm Assault) is a real time strategy game that requires you to control huge swarms of ants, beetles, spiders, scorpions or wasps in a desperate attempt to control the landscape. No resources, no population cap, just build your army and smash the enemy!
The original game is hardcoded to 640x480 resolution and some of its mechanics are nowadays obsolete. That's why the idea of bringing this game to OpenRA engine has been born so everything can be either fixed or improved in the brand new engine.
Long time no see. As usual the progress was quite slow. During that production time, a lot new features were developed which I hope you will like. So without further ado, let me show you what you can find in the latest release!
Have you ever played Swarm Rampage, the sequel of Swarm Assault? Whether the answer is yes or no, the idea for this new structure come from that game. This new building increases unit production in all team colonies by 10%. Exclusive to only custom levels.
Game won't even start for me. Crashes right after I click to run it with a message to check some logs. Tried on a few different laptops in both Windows 7 and Windows 10. So I have no idea how to make this work.
ACE1918
Hey! It's very unlikely to happen as IceReaper user would have to reverse engineer game asset containers for me and I am not so experienced with that game either. But as some say, never say never.
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Swarm Assault is a real time strategy game where you battle with swarms of ants, beetles, spiders, scorpions and wasps to control the map. Each of the 5 Colonies have 3 units you can build, there is no resource management as the stronger the unit is the longer it takes to hatch. In total there is 100 levels to progress through based on 4 different terrain types, also a level creator to generate your own maps.
Swarm Assault is
a real time strategy game that requires you to control huge swarms
of ants, beetles, spiders,
scorpions and wasps in a desperate attempt
to control the landscape. Begin your crusade by conquering
easy levels and progress to harder levels where your knowledge of each creatures
strengths and weaknesses will be heavily tested. Play Swarm Assault today and
discover why the creepy crawlies dominate this planet!
For more fun games try Swarm
Rampage and Cosmic Fortune.
In addition to transit violence, youth violence has also become an increasing concern in Toronto. Last month, Ken Lee, 59, died after allegedly being swarmed and stabbed by a group of eight teenage girls, who are now charged with second degree-murder.
I was playing around with a level 9 Rankulas last night to see how strong its nanite swarms were. I had 2 points in Combat Nanite Swarm, 4 points Support Nanite Swarm, 1 point in Assault Nanite Swarm, and 2 points in Greater Nanite Swarm.
I parked the Rankulas at the star (so that I could have essentially unlimited antimatter) and started pushing out nanite swarms as fast as I could. I was able to keep 6 combat swarms, 3 support swarms, and 2 assault swarms going continuously (a total of 11 swarms). Then I fired off Greater Nanite Swarm and the 11 swarms were sucked into a single greater swarm.
The greater swarm had stats similar to a level 1 capital ship - around 3000 health, 1500 shields, and did about 40 dps (26 x 1.55 i.e. a 55% damage output). The problem is that this greater swarm is much less powerful than the 11 swarms sucked up to create it. The 6 combat swarms were each doing about 15 dps (7 x 2.25 i.e. 125% damage increase) which is more than double what the greater swarm does. Worse yet, the greater swarm doesn't have a repair ability so I lost 60 hull/sec worth of repair (300 x 3 / 15 sec). And this doesn't even count the 2 assault swarm that I also lost.
After 3 minutes, the greater swarm disappeared in the same way as the other swarms. It didn't have any advantage in this regard over other swarms. Overall creating the greater swarm greatly reduced the effectiveness of the Rankulas over the next 2 minutes (until it could put out new combat, support, and assault swarms).
I also tried just creating a single combat swarm and then turning it into a greater swarm. This was somewhat effective as the new greater swarm had about 2.5 times the hull and shields of the combat swarm and did 27 dps (26 x 1.05) verses 15 dps (7 x 2.25) for the combat swarm. However, this is a pretty small benefit for a level 6 ability and once you have 2-3 swarms on the field, the greater swarm quickly becomes less effective than the swarms it sucks in.
You are right by the way about the GNS not beig as strong as the other swarms are seperately. THe strong point of the GNS is basically that it cannot disappear over time (at least that should be its strong point). So you don't need antimatter to keep it sustained while being able to crete an infinite number of them costing zero fleet supply.
I saw the thread about it being a bug. The thing is though, I was under the impression that it was changed intentionally. Goa had a post a couple of months back about taking the Rankulas to a star and just spamming out greater swarms. These things are probably worth 1.5 - 2 Kodiaks each (if they were to stay alive) so in a half hour you could have 300-400 fleet supply worth of them for no cost and no maintenance. I figured the developers changed them to go away after 3 minutes based on those comments.
Hm that does explain why they disappear indeed. They should put the duration in the ability description then, so there won't be any misunderstandings about it in the future. If they put the duration to 300 I'd vote for making the GNS more powerful than it currently is since it consumes all your handy utility swarms.
Quoting Teun-A-Roonius, reply 6Hm that does explain why they disappear indeed. They should put the duration in the ability description then, so there won't be any misunderstandings about it in the future. If they put the duration to 300 I'd vote for making the GNS more powerful than it currently is since it consumes all your handy utility swarms.
So does the ability make a better swarm if it absorbs more smaller swarms? If not, I'd recommend limiting it to cause the 3 other types to all combine (One of each) instead, as well as having a max number of permanent Greater Swarms for each Rankulas. 3 maybe? Upgradeable to 5 with rank 2? Or maybe a number based on each Rankulas level kinda like they do with Strikecraft...
Quoting Twilight_Storm, reply 9So does the ability make a better swarm if it absorbs more smaller swarms? If not, I'd recommend limiting it to cause the 3 other types to all combine (One of each) instead, as well as having a max number of permanent Greater Swarms for each Rankulas. 3 maybe? Upgradeable to 5 with rank 2? Or maybe a number based on each Rankulas level kinda like they do with Strikecraft...
-Twi
You can create a greater swarm without sucking up any swarms (if the Rankulas doesn't have any active swarms) and it gets the base stats. This ability also will suck up a greater swarm if the Rankulas already has one and treat it just like any other sucked up swarm. This means you can only have 1 greater swarm at a time.
Edit: One additional note - the Greater Nanite Swarm ability only sucks up swarms in the current gravity well. It is possible to have 2 going at once if you send the first one to another gravity well before you create the second.
Quoting Bama498, reply 10
Quoting Twilight_Storm, reply 9So does the ability make a better swarm if it absorbs more smaller swarms? If not, I'd recommend limiting it to cause the 3 other types to all combine (One of each) instead, as well as having a max number of permanent Greater Swarms for each Rankulas. 3 maybe? Upgradeable to 5 with rank 2? Or maybe a number based on each Rankulas level kinda like they do with Strikecraft...
-Twi
It does, but the greater swarm is only marginally better for each swarm it sucks up. How it works is that the 'base' greater swarm starts off with 1180 hull, 700 shields, and does 26 dps (this is on the second level). For every swarm that gets sucked up, the greater swarm gets an additional 145 hull, 90 shields, and does an extra 5% damage. For the max of 11 swarms sucked up it can have 2775 hull, 1690 shields, and 26 dps x 1.55 (55% damage increase).
You can create a greater swarm without sucking up any swarms (if the Rankulas doesn't have any active swarms) and it gets the base stats. This ability also will suck up a greater swarm if the Rankulas already has one and treat it just like any other sucked up swarm. This means you can only have 1 greater swarm at a time.
I recently started up a Plant/Savage Dominator, and I'm kind of in love with it. I let public opinion push me away, initially, but I'm now pushing level 20 after only a couple hours of play and finding myself having a blast.
The Savage Melee/Assault powers have a mechanic called Blood Frenzy, which slightly buff your global recharge and endurance reduction. You can stack up to five Frenzies at once, and you can spend them to increase the damage of either your PBAoE attack or your most damaging ranged ST attack. Handy at lower levels, but mostly used to pump the damage to your frenzy-spending powers at higher levels in my experience.
Call Hawk: You literally sic a hawk on someone. Highest ranged ST damage in the set, with added Lethal DoT. It consumes your Blood Frenzy, and at 5 stacks is increases the power's Damage/DoT Duration further.
Feral Charge: An attack which teleports you into melee and deals lethal damage as well as Lethal DoT. The further away you use it, the more damage it deals and the more bloos stacks it can give you. By the time Hasten is perma, this power recharges in under 3 seconds, allowing you to spam it as a way to bounce into and out of melee.
In terms of actual damage, it's probably middle of the pack due Lethal damage being heavily resisted. In terms of fun factor, I'm having a blast with its feral aesthetic and the piles and piles of tiny numbers floating around at all times from both Roots and my Savage Assault Powers.