The Evolution RTS abbreviation EVO, is an instant strategy game using the spring engine, with everything outside the engine authorized for Attribution-noncommercial-no derivative Works 3.0 unported, Apart from sharing can not be used for other purposes. Http://www.aliyun.com/zixun/aggregation/12029.html "> Development speed is quite fast, updated about 2 days.
The EVO is a game that requires a combination of large-scale resources, troop mobility management (macro operations) and command operations (micro-operation). It draws lessons from red alert, annihilation and StarCraft. Currently there is only one camp, but it has a good gaming nature.
The official AI of the Evo is Shard AI, which can customize the feature
No promotion level-no real Super unit
No recovery of debris set
Resources
Metals and energy.
There are metal drilling metal extractor, but most metals are often obtained through energy converters.
Energy is very important, attacking powerful combat units using shared energy attacks-huge energy costs.
Energy point characteristics: Energy plants in addition to generating energy, but also nearby-a circle of other buildings to provide energy points, there are enough points to carry out production construction, but the energy plant does not need to support points.
Fight
Armor and Attack attributes
Armor: Heavy, medium, light, ecological, architectural, armored buildings
Attacks are: puncture, light, medium, blasting
Policy
Large force, actuarial mobile time and unit combat strategy. Is it similar to TA? I do not know, the pace of the game in favor of fast, fast loss of site, rapid reverse insertion, super fast construction troops, super fast loss of troops.
The rapid construction of the corps strengthens the front line.
The production speed of all things that can be produced requires no more than 5 seconds.
Building
Energy plants and Metal acquisition
The amount of energy provided, including the energy that provides power to the building within a certain radius, and the energy provided for the overall energy savings, are not mutually affected.
Solar Collector provides a little energy, small size, and fast construction. Usually used to replenish specific points and fill building positions and quickly consolidate the front lines
Fusion provides 10 points of energy, the necessary building, more built no harm, no big blasting impact. But the front line can be replaced with a small amount of solar energy, reducing the negative factors of single target destruction
Geothermal provides seven points of energy and can be produced if there is a suitable site.
Metal Extractor Drilling, basic facilities, slow but continuous
Metal Maker Energy to metal, each need 5 points of energy can be built, but the actual consumption of 20 energy, the war can be closed after the start.
Factory
All territory Factory: Basic, the production of marine robots, can crawl between the mountains
Hovercraft: Air cushion, main combat unit, relative demand ground combat
Amphibious: amphibious, not very useful, the scope of action is limited
Airplane: aircraft, expanding sites, attacking opposing energy plants
Warehouse
Storage Energy and metal shared warehouses, as long as there is room to build, because many attacks of energy consumption is huge
Defensive Building
Lighting Rod's basic energy-consuming defense weapon, 2 points of power needs, single target kill
Fluk the only weapon against the air, 5 points of energy needs, the actual ability to attack, strong combat
Map
The EVO has already contributed a lot of beautiful maps to spring, and its map-making program is very simple to use, and it is also applied to Gundam RTS.
Map Making Tools
Known as feature placer, the model is built into the Evo game, r381 after.
Official website: http://www.evolutionrts.info/
Shard Ai 0.25--only for windows:http://darkstars.co.uk/2010/shard-0-25/