You can get BAR from their website here: www.beyondallreason.info/ Sorry that some of the mid-skirmish voice is a bit spotty on occasion, I recorded that live and I'm still working out how to do that properly!
Hi, happy to see that the AI generated character is gone after the intro! I like your voice and commentary in other videos, but the weirdly distorted character on the bottom right just doesn't work at all for me. Hope to see more videos like this without him.
Agreed. It's such a shame when I find a new channel but it's got obvious AI slop plastered all over the place. Especially when the VO can hold up on it's own.
This seems to be the general consensus. It just started out to fill a gap but unfortunately I've developed a sort of Stockholm Syndrome about him and even though I agree with you, I'm finding it hard to remove poor old "General Commanderson" and have no idea what to replace him with. Current ideas are: Nothing, a better non-AI version, a pork pie with a flag, a piece of abstract art representing the concept of despair or myself in a fancy dress costume.
@@kaluventhebritish I like the idea of a better done one, that can be tastefully hidden (but not *hidden* hidden) in the footage - like in the second part of the video. I'd steer away from filling up a lot of the screen with him like in the RTS Health Check, even if the art would be good. Best of luck mate!!
@@kaluventhebritish just commission the same character from an actual artist, maybe even a few frames with different expressions for later use like more engaging animation
Wonder if you can do in BAR what you could in TA, such as using force fire on an atillery piece on the ground next to it, it would opt to attempt a lobbing shot to have the shell impact vertically, which in practice just meant it shot further by allowing to raise it's barrel higher than it's normal max range. When used on maps with low gravity, you could fire a plasma shell far far beyond it's usual max range at the cost of next to no control of it's impact. (well, you could track the shell on the minimap and aim that way)
I'm not sure about that exactly, but you can definitely fiddle around with aiming of shots to get projectiles to go further than strict range defines, like aiming for the top-back of a large hill to hit stuff over it, or bounding shots off of plasma deflectors. All of the plasma stuff does seem to have the physics engine applied to it. I had forgotten all about the low-gravity maps on TA!
U can fire at the edge of a cliff and sometimes Ragnarok (the RLRPC (rapid long range plasma cannon) formerly known as Vulcan) will overshoot their range, iirc. Not by as much and not as reliabily as in TA anymore tho, they mostly fixed it / made it less abuseable.
They are both a product of the Spring engine, hence why they feel so similar, but due to the differences in how tech and power work they end up being quite separate experiences.
ZK has flat Techtree, so basically u can build every superweapon from minute 1 with just the commander, however economically it may not make sense to do so. BAR has tech levels, so your com builds a botfactory, then the construction bot from that builts tech 2 botfac, then the t2 constructor-bot can build t2 buildings / a t3 factory - the end (only t3 combat units exist, no t3 constructor). ZK has costumizeable upgradeable commanders with all kinds of gun options, jumppacks, cloak, mobile shields... BAR coms have the unchangeable standard setup of Desintegrator-Gun, Laser and Cloak. ZK has 12 different factorys, such as Spiders, Amphibs, etc, BAR doesn't have so many factory types but there are some amphib/allterrain sprinkled in each of the factorys. ZK has energy-overdrive based economy. You capture metal/mass-spots and by juicing em up with extra energy they go into overdrive. Dimishing returns. BAR has normal metal/mass-spots with no overdrive but 2 tech levels of extractors. Otherwise you straight up convert energy to metal/mass, no dimishing returns and eventually metal/mass spots become relatively irrelevant to your economy. Both are offshoots of Total Annihilation, ZK evolved pretty far away from that, while BAR is very close to Original Total Annihilation. Personally, I enjoy both.
70 odd videos and just shy of 800 subscribers.... that's criminal considering how much I've enjoyed your channel just off the five videos I've seen so far.
Thank you for the praise! :)
Great game, looks like Zero-K, can't wait to see the game release on Steam.
You can get BAR from their website here: www.beyondallreason.info/
Sorry that some of the mid-skirmish voice is a bit spotty on occasion, I recorded that live and I'm still working out how to do that properly!
could you post a store link for this game?
@@jaywarice7943 Not on the steam store as far as I know, but I've put a link to the website above.
@@jaywarice7943 on BAR's website they say that they have a roadmap for putting the game on Steam , the game still needs some polishing.
Yay! More yt BAR content! *subscribes*
Hi, happy to see that the AI generated character is gone after the intro! I like your voice and commentary in other videos, but the weirdly distorted character on the bottom right just doesn't work at all for me. Hope to see more videos like this without him.
Or like not gone, but at least easily ignorable like this since you can't see most of the weird features because it's so small.
Agreed. It's such a shame when I find a new channel but it's got obvious AI slop plastered all over the place. Especially when the VO can hold up on it's own.
This seems to be the general consensus. It just started out to fill a gap but unfortunately I've developed a sort of Stockholm Syndrome about him and even though I agree with you, I'm finding it hard to remove poor old "General Commanderson" and have no idea what to replace him with. Current ideas are: Nothing, a better non-AI version, a pork pie with a flag, a piece of abstract art representing the concept of despair or myself in a fancy dress costume.
@@kaluventhebritish I like the idea of a better done one, that can be tastefully hidden (but not *hidden* hidden) in the footage - like in the second part of the video. I'd steer away from filling up a lot of the screen with him like in the RTS Health Check, even if the art would be good. Best of luck mate!!
@@kaluventhebritish just commission the same character from an actual artist, maybe even a few frames with different expressions for later use like more engaging animation
do Zero-K next!
Wonder if you can do in BAR what you could in TA, such as using force fire on an atillery piece on the ground next to it, it would opt to attempt a lobbing shot to have the shell impact vertically, which in practice just meant it shot further by allowing to raise it's barrel higher than it's normal max range.
When used on maps with low gravity, you could fire a plasma shell far far beyond it's usual max range at the cost of next to no control of it's impact. (well, you could track the shell on the minimap and aim that way)
I'm not sure about that exactly, but you can definitely fiddle around with aiming of shots to get projectiles to go further than strict range defines, like aiming for the top-back of a large hill to hit stuff over it, or bounding shots off of plasma deflectors. All of the plasma stuff does seem to have the physics engine applied to it. I had forgotten all about the low-gravity maps on TA!
U can fire at the edge of a cliff and sometimes Ragnarok (the RLRPC (rapid long range plasma cannon) formerly known as Vulcan) will overshoot their range, iirc.
Not by as much and not as reliabily as in TA anymore tho, they mostly fixed it / made it less abuseable.
Ugh, that block of power generators was paaainful
That's.....that's zero K. It's kinda the same
They are both a product of the Spring engine, hence why they feel so similar, but due to the differences in how tech and power work they end up being quite separate experiences.
@@kaluventhebritish didn't know, thanks 👍
ZK has flat Techtree, so basically u can build every superweapon from minute 1 with just the commander, however economically it may not make sense to do so.
BAR has tech levels, so your com builds a botfactory, then the construction bot from that builts tech 2 botfac, then the t2 constructor-bot can build t2 buildings / a t3 factory - the end (only t3 combat units exist, no t3 constructor).
ZK has costumizeable upgradeable commanders with all kinds of gun options, jumppacks, cloak, mobile shields... BAR coms have the unchangeable standard setup of Desintegrator-Gun, Laser and Cloak.
ZK has 12 different factorys, such as Spiders, Amphibs, etc, BAR doesn't have so many factory types but there are some amphib/allterrain sprinkled in each of the factorys.
ZK has energy-overdrive based economy. You capture metal/mass-spots and by juicing em up with extra energy they go into overdrive. Dimishing returns.
BAR has normal metal/mass-spots with no overdrive but 2 tech levels of extractors. Otherwise you straight up convert energy to metal/mass, no dimishing returns and eventually metal/mass spots become relatively irrelevant to your economy.
Both are offshoots of Total Annihilation, ZK evolved pretty far away from that, while BAR is very close to Original Total Annihilation.
Personally, I enjoy both.
70 odd videos and just shy of 800 subscribers.... that's criminal considering how much I've enjoyed your channel just off the five videos I've seen so far.