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Annex Conquer Games | Page 6
Indie Game Developement + Annex Conquer the World Anime RTS

Author Archives: Adrian

About Adrian

I'm a long time gamer / game designer. I have quite a few years experience with 3D Studio Max and Photoshop. I also have experience with Maya, Illustrator, and Premier. Since my days as a 8th grader I have made my own video games as a way to entertain myself. I loved the challenge to create my own games or re create a game I loved. Regretfully I never released any of these games from my childhood. This is how things were till my first publicly released game: Annex Conquer the World which I started developing in may 2010. I have this blog to talk not only about Annex development, but looking back at old projects as well as development for my next project.

Annexconquer.com goes live!

April 7th, 2013 | Posted by Adrian in Annex: Conquer the World | Uncategorized - (Comments Off)


Today annexconquer.com is officially going live! This site is dedicated to the Open source video game “Annex: Conquer the World” and its Prequel CHASM.

In case you didn’t know:

Annex: Conquer the World is a MegaGlest based Indie Game that brings fast paced combat with a diverse arsenal. Play as one of four factions: The East Ocean Alliance, the NEO Republic, the Shadow Organization, or the Renegades as they struggle for dominance all over the world, competeing for a priceless red mineral. The mod will contain 4 factions, over 30 tech trees, original maps, and tileset. Built using open source RTS MegaGlest The focus of the mod is Multiplayer and Single Player skirmishes. Currently, no plans are in place for campaigns or story mode, however this may change once base game is complete. The mod will contain three factions, original maps, scenarios, and tileset. Built using open source RTS Megaglest (megaglest.org) The focus of the mod is Multiplayer and Single Player skirmishes. However there will also be scripted scenarios/missions!


Also as of today Annex has a forum on Megaglest.org for Annex based discussions, mods, and maps. Feel free to make an account on these forums to leave your feedback and support this wonderful free RTS!

Annex Development 1/10/13 Big Update!

January 16th, 2013 | Posted by Adrian in Annex: Conquer the World | Games - (Comments Off)

Annex Development 1/10/13 Big Update!

Sorry, I know its a lot but its necessary. Feel free to question and leave your thoughts below:

New Units:
Heavy Turret
Renegade’s base defense. Good vs ground vehicles. Unlike other Lv 2 Turrets this cannot attack air units.

Guard Tower
Basic Turret for Renegades. More expensive than Alliance Gun turret due to its Anti Air capabilities and higher damage output.

Attack Drone
Unmanned drone armed to the teeth with rockets.
Special unit, these drones are not directly producible, instead summoned using the Commando’s Airstrike Ability. They stay on map for a few seconds firing an endless barrage of missiles till it retreats. They can be chased away by enemy fire.
Each Commando can spawn 1 Attack Drone each (3 Commandos per player limit)

Chemical Ranger
Now Rangers can be equipped with a bio weapon. Fires a thick acidic gel that melts infantry ,lightly armored vehicles, and weaker structures. All Rangers (except demo rangers who cannot switch weapons) can switch to this weapon after purchasing Chemical Weapons Upgrade from a Satellite Uplink.

Acid Ranger in game:
Chemical Ranger Ingame
Screen showing the particle effects of the Chem Ranger. Glows bright green (not related to team color). Fires repeated blobs instead of a spray effect.

Acid Bomb Super Weapon
Acid Bomb
Un like the super-weapons of the other factions, ts actually a suicide unit. It is equipped on a Demo Ranger and can be detonated either by targeting a specific unit (the ranger will then kamikaze into it) or manually detonated (self destructs on command)

When detonated the initial explosion does 750 damage to any unit with in 4 squares. The resulting blast then sprays a highly corrosive green acid into the air. The acid clouds linger around 9 squares from detonation point and any unit (even air units) caught within those clouds will take an additional 25 damage a second.

While equipped on a Ranger unit, normal rangers cannot upgrade to a Demo Ranger, Instead the Demo Ranger must be purchased separately from a dropzone. Also after unit is dropped off at the dropzone there is still a delay while the acid is prepared. Only once the demo ranger Reaches 50 EP then its attack can be used. (this is done for balance reasons) Also only 1 may be recruited at a time.

If destroyed by the enemy, the vehicle still releases the acid. However, the initial explosion is nullified. The initial explosion and the corrosive acid can damage/kill your own troops if they are caught in the blast, so handle with care.

Alliance new Colors:
Alliance New Cammo
I seem to have some sort of cronic issue with how the Alliance looks, changing their textures nearly every revision of annex.
This time I re colored the Golden/Orange Alliance camo of Release 3 to a more earth toned brown and tan. Honestly I feel this is the best camo style so far.

New Tilesets:
New tileset
New tileset with a burnt wasteland feel with red lighting and fog. Endless wars on these lands permanently scarred the land. While the land is dead the wars continue :P
Textures were darkened and changed to have more red. Trees, mountains, and urban objects de saturated. Added more “dead” tree variations to the tileset.

Changes to Insanity Mode:
Insanity Mode
In release 3 I introduced a techtree called Insanity, which combined both Alliance and Shadow into one faction with no prerequisites. Now Annex grew to 4 factions and like before I combined all into one faction. However, due to space constraints, i cannot combine all infantry and vehicles into single barracks/factory as I did in the past. So to combat this I divided all the faction’s buildings and vehicles to their own structure, meaning separate buildings for either Alliance, Renegade,Shadow or Republic. Each of these structures are built from their own tab under the worker unit. (as seen in screenshot)
Note, All faction tab produce the same Refinery (as its the only main structure) and Silo (for super weapons) Also upgrades are no longer Available.

All Heros, Elite Units, and Super weapons were available at your disposal.
I found out it is entirely possible to build this special army, however this requires a lot of money/time to be possible, as you will need structures of all kinds to be able to build such an army, also you will not be able to have any other units, (if you see i have 19 slots left thats enough for only 3 harvesters) I wonder if Its possible to win with a strategy like this…

Units that are shown are: Kestrel and Karina, Commandos, Infiltrators,Officers, Giant Spiders, Troop crawlers, Orbital strike, Shield Generator, and Demo Rangers

Other Big Changes:

Population Cap:
-Population cap increased from 85 to 100
-Normal Vehicles take 2 slots, Infantry 1 slot, Turrets 1 slot, Harvesters 5 Slots, Heros/Super Weapons 5 Slots, and Elite units 3 Slots.
-This allows for proper turtleing tactics, and Infantry rushes, also creates more choices, do you want to spend your last 10 slots on 10 infantry or 5 vehicles (remember infantry are stronger now)

New Tech Trees
-Added Half Damage, Double Damage, and Simple Battle techtrees variations
-Half and Double Damage are simply 0.5x and 2x default values in the techtree xml
-There are a Half Damage and Double Damage variation of all main techtrees indicated by an [b]H[/b] or a [b]D[/b] at the end of its name (example: [b]Pre Deployed D[/b])
-Simple Battle and Simple Deployed are special techtrees that reduces faction units to these standard classes: Worker, Basic Infantry, Anti Tank Infantry, Harvester, Light Vehicle, Main Battle Tank, and Siege Vehicle. I choose the units closest to those types. No heros, Super weapons, or aircraft. Good for new players who may otherwise be overwhelmed by Annex’s large techtrees.
-Updated Infantry Only Mode to include Republic units such as [b]Officer[/b], [b]Sniper[/b], and [b]Grenadier[/b]. No Renegade units as they are exactly same as the Alliance Infantry, however I changed all structures to the Renegade equivalent to give them a presence in this mode.
-As of now there are a total of 33 Techtree variations in Annex!

-As of now I removed unit Voices as they are far below the quality of the rest of the game.
-Battle sound fx like Guns, Missiles and Cannons were greatly improved, [b]Thanks to MichaelB![/b]

So what is left?
-“Core” (gameplay, techtrees, Factions, Maps, and Tilesets) are done and ready to go!
-Some scenarios for the new factions need to be made Ill follow the 9 Scenarios per faction system I had in Release 3
-I need to get music for the Renegade and Republic (3-4 songs each) probably get it from Newgrounds like always :P
-I will need to update Annex’s “Starting Guide”
-Annex Site is up but maybe a forum would be necessary.

Whew… Thanks for reading all this! Feel free to comment question below!