{"data":{"id":12863,"title":"Conquest: Frontier Wars on GOG","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/spectrum-dispatch\/12863-Conquest-Frontier-Wars-On-GOG","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/12863","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/12863","channel":"Undefined","category":"Undefined","series":"RSI Museum","images":[{"id":257,"name":"Conquest_screenshot2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/k9lm8fvjjveodr\/source\/Conquest_screenshot2.jpg","alt":"","size":163840,"mime_type":"image\/jpeg","last_modified":"2013-07-19T05:25:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/257","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/257\/similar"}],"images_count":1,"translations":{"en_EN":"Need something to play before Star Citizen ships? You\u2019re in luck: Good Old Games has today made a piece of Cloud Imperium history available once again! Conquest: Frontier Wars, developed at Chris Roberts\u2019 Digital Anvil studio and helmed by our own Eric \u201cWingman\u201d Peterson is now available as a digital download for just $5.99. You can pick up your copy here.\n\n\n\nIn honor of this release, we asked Wingman a few questions about making the game:\n\nWhat\u2019s your best memory of developing Conquest?\n\nBy far the team, we had an amazing team working on the game, Chris Roberts, Sergio Rosas, Tom Mauer, Arvee Gardee, Jamie Wiggs, Jason Yenawine, Sean Barton, Martin Galway \u2013 just amazing people and most of them still in the industry. I loved working every single minute with them. I had just shipped Starlancer and was asked to come on board and produce\/design Conquest, and we put that team through the paces, and got that game singing, so much depth of game play and you can still play it today, even as a single player skirmish experience it is amazing fun.\n\nConquest began life at Digital Anvil, but was finished at Fever Pitch. What happened?\n\nWhen Microsoft was in negotiations to purchase Digital Anvil, they had decided that they were going to put their emphasis on the RTS side of things towards Age of Empires, and thus were not interested in another high quality RTS. So, we negotiated the rights to transfer to the founders of Digital Anvil (Chris, myself, Erin, etc..etc) and then I started Fever Pitch Studios with Tom Mauer to finish the game.\n\nWhen Microsoft was our publisher they were pushing us to cut tons of features because it would have added to the testing time of the project. The team disagreed and Tom and I added all of them back into the game, which in our opinion added so much more depth to the project. Things like Fleet Admirals, and varied debris types, all crucial to a large game where you could have your attentions focused elsewhere and needed those features to help you play the game as designed.\n\nWhat sets Conquest apart from other RTS games?\n\nWhere to start? First, you had the ability to fight on up to 16 maps at one time, and you could group your fleets of ships in ways in which it suited your play style, hit and run, slug it out, fight from a distance, we had it all covered, and each individual could play the game their own way. Then we were one of, if not the, first to have supplies and supply lines which meant you had much more strategy involved in how you played the game. We used to say we put the strategy in RTS.\n\nHave you stayed in touch with the Conquest community? Are they still active today?\n\nI have indeed, they are still active in modding the game some 10ish years later. It is their dedication that has kept Conquest alive all these years. In fact we are looking at releasing the source code from the original to allow them to continue modifying and making versions of a game we all love so dearly.\n\nYou still own the rights to Conquest. Could we see the source code someday? Or a sequel?\n\nSource \u2013 yes, as mentioned above, we want to release it, just got to get all the legalese sorted out on our end. As for the sequel, we actually have it about 60% done, we have added a 4th race, put in special weapons to destroy planets, and of course if you allow that to terraform them as well. We have created hybrid units where if you have technology from multiple races it will unlock unique units. But, alas, the team is scattered, and I am busy making Star Citizen be the best Space Sim ever. So it is on hold, unless maybe the community decides it wants to take up that challenge, and then maybe just maybe, we can find a way to make that work\u2026.what do you say everyone\u2026you up for it?","de_DE":"Brauchst du etwas zu spielen, bevor Star Citizen Schiffe f\u00e4hrt? Sie haben Gl\u00fcck: Good Old Games hat heute ein St\u00fcck Cloud Imperium-Geschichte wieder verf\u00fcgbar gemacht! Eroberung: Frontier Wars, entwickelt im Chris Roberts' Digital Anvil Studio und geleitet von unserem eigenen Eric \"Wingman\" Peterson, ist jetzt als digitaler Download f\u00fcr nur 5,99 $ erh\u00e4ltlich. Sie k\u00f6nnen Ihr Exemplar hier abholen.\n\n\n\nZu Ehren dieser Ver\u00f6ffentlichung haben wir Wingman ein paar Fragen zur Entwicklung des Spiels gestellt:\n\n\n\nWas ist deine beste Erinnerung an die Entwicklung von Conquest?\n\nBei weitem das Team, wir hatten ein erstaunliches Team, das an dem Spiel arbeitete, Chris Roberts, Sergio Rosas, Tom Mauer, Arvee Gardee, Jamie Wiggs, Jason Yenawine, Sean Barton, Martin Galway - einfach erstaunliche Leute und die meisten von ihnen noch in der Branche. Ich liebte es, jede einzelne Minute mit ihnen zu arbeiten. Ich hatte gerade Starlancer verschickt und wurde gebeten, an Bord zu kommen und Conquest zu produzieren\/entwickeln, und wir haben dieses Team auf Herz und Nieren gepr\u00fcft und dieses Spiel gesungen, so viel Tiefe des Gameplays und man kann es noch heute spielen, selbst als Einzelspieler-Scharm\u00fctzel macht es erstaunlichen Spa\u00df.\n\n\n\nConquest begann sein Leben bei Digital Anvil, wurde aber bei Fever Pitch beendet. Was ist passiert?\n\nAls Microsoft in Verhandlungen \u00fcber den Kauf von Digital Anvil war, hatten sie beschlossen, dass sie ihren Schwerpunkt auf die RTS-Seite der Dinge in Richtung Age of Empires legen w\u00fcrden, und waren daher nicht an einem anderen hochwertigen RTS interessiert. Also haben wir die Rechte zur \u00dcbertragung auf die Gr\u00fcnder von Digital Anvil (Chris, mich selbst, Erin, etc..etc.) ausgehandelt und dann habe ich mit Tom Mauer Fever Pitch Studios gegr\u00fcndet, um das Spiel zu beenden.\n\nAls Microsoft unser Publisher war, dr\u00e4ngten sie uns, Tonnen von Features zu reduzieren, weil es die Testzeit des Projekts verl\u00e4ngert h\u00e4tte. Das Team war anderer Meinung und Tom und ich haben sie alle wieder in das Spiel aufgenommen, was unserer Meinung nach dem Projekt viel mehr Tiefe verliehen hat. Dinge wie Flottenadmirale und verschiedene Tr\u00fcmmertypen, die alle entscheidend f\u00fcr ein gro\u00dfes Spiel sind, bei dem Sie Ihre Aufmerksamkeit auf andere Bereiche konzentrieren k\u00f6nnen und die Ihnen helfen sollten, das Spiel wie geplant zu spielen.\n\n\n\nWas unterscheidet Conquest von anderen RTS-Spielen?\n\nWo soll man anfangen? Erstens hatten Sie die M\u00f6glichkeit, auf bis zu 16 Karten gleichzeitig zu k\u00e4mpfen, und Sie konnten Ihre Schiffsflotten so gruppieren, wie es Ihrem Spielstil entsprach, schlagen und laufen, schlagen, k\u00e4mpfen, aus der Ferne k\u00e4mpfen, wir hatten alles abgedeckt, und jeder Einzelne konnte das Spiel auf seine eigene Weise spielen. Dann waren wir einer von, wenn nicht der erste, der Vorr\u00e4te und Versorgungsleitungen hatte, was bedeutete, dass Sie viel mehr Strategie hatten, wie Sie das Spiel gespielt haben. Wir haben immer gesagt, dass wir die Strategie in RTS umgesetzt haben.\n\n\n\nBist du in Kontakt mit der Conquest Community geblieben? Sind sie heute noch aktiv?\n\nIch habe in der Tat, sie sind immer noch aktiv bei der Modifikation des Spiels einige 10ish Jahre sp\u00e4ter. Es ist ihre Hingabe, die die Eroberung all die Jahre am Leben erhalten hat. Tats\u00e4chlich pr\u00fcfen wir, ob wir den Quellcode aus dem Original freigeben wollen, damit sie weiterhin Versionen eines Spiels modifizieren und erstellen k\u00f6nnen, das wir alle so sehr lieben.\n\n\n\nDu besitzt immer noch die Rechte an der Eroberung. K\u00f6nnen wir den Quellcode eines Tages sehen? Oder eine Fortsetzung?\n\nQuelle - ja, wie oben erw\u00e4hnt, wollen wir es ver\u00f6ffentlichen, wir m\u00fcssen nur alle Rechtsbegriffe auf unserer Seite kl\u00e4ren. Was die Fortsetzung betrifft, so haben wir es eigentlich zu 60% geschafft, wir haben ein viertes Rennen hinzugef\u00fcgt, spezielle Waffen eingesetzt, um Planeten zu zerst\u00f6ren, und nat\u00fcrlich, wenn man das erlaubt, auch sie zu terraformen. Wir haben Hybrid-Einheiten geschaffen, bei denen, wenn du Technologie aus mehreren Rassen hast, einzigartige Einheiten freischalten kannst. Aber leider ist das Team verstreut, und ich bin damit besch\u00e4ftigt, Star Citizen zur besten Space Sim aller Zeiten zu machen. Es ist also auf Eis gelegt, es sei denn, die Gemeinschaft beschlie\u00dft, diese Herausforderung anzunehmen, und dann vielleicht nur vielleicht, k\u00f6nnen wir einen Weg finden, um das zum Laufen zu bringen....was sagt man dazu...du bist daf\u00fcr bereit?","zh_CN":"Need something to play before Star Citizen ships? You\u2019re in luck: Good Old Games has today made a piece of Cloud Imperium history available once again! Conquest: Frontier Wars, developed at Chris Roberts\u2019 Digital Anvil studio and helmed by our own Eric \u201cWingman\u201d Peterson is now available as a digital download for just $5.99. You can pick up your copy here.\n\n\n\nIn honor of this release, we asked Wingman a few questions about making the game:\n\nWhat\u2019s your best memory of developing Conquest?\n\nBy far the team, we had an amazing team working on the game, Chris Roberts, Sergio Rosas, Tom Mauer, Arvee Gardee, Jamie Wiggs, Jason Yenawine, Sean Barton, Martin Galway \u2013 just amazing people and most of them still in the industry. I loved working every single minute with them. I had just shipped Starlancer and was asked to come on board and produce\/design Conquest, and we put that team through the paces, and got that game singing, so much depth of game play and you can still play it today, even as a single player skirmish experience it is amazing fun.\n\nConquest began life at Digital Anvil, but was finished at Fever Pitch. What happened?\n\nWhen Microsoft was in negotiations to purchase Digital Anvil, they had decided that they were going to put their emphasis on the RTS side of things towards Age of Empires, and thus were not interested in another high quality RTS. So, we negotiated the rights to transfer to the founders of Digital Anvil (Chris, myself, Erin, etc..etc) and then I started Fever Pitch Studios with Tom Mauer to finish the game.\n\nWhen Microsoft was our publisher they were pushing us to cut tons of features because it would have added to the testing time of the project. The team disagreed and Tom and I added all of them back into the game, which in our opinion added so much more depth to the project. Things like Fleet Admirals, and varied debris types, all crucial to a large game where you could have your attentions focused elsewhere and needed those features to help you play the game as designed.\n\nWhat sets Conquest apart from other RTS games?\n\nWhere to start? First, you had the ability to fight on up to 16 maps at one time, and you could group your fleets of ships in ways in which it suited your play style, hit and run, slug it out, fight from a distance, we had it all covered, and each individual could play the game their own way. Then we were one of, if not the, first to have supplies and supply lines which meant you had much more strategy involved in how you played the game. We used to say we put the strategy in RTS.\n\nHave you stayed in touch with the Conquest community? Are they still active today?\n\nI have indeed, they are still active in modding the game some 10ish years later. It is their dedication that has kept Conquest alive all these years. In fact we are looking at releasing the source code from the original to allow them to continue modifying and making versions of a game we all love so dearly.\n\nYou still own the rights to Conquest. Could we see the source code someday? Or a sequel?\n\nSource \u2013 yes, as mentioned above, we want to release it, just got to get all the legalese sorted out on our end. As for the sequel, we actually have it about 60% done, we have added a 4th race, put in special weapons to destroy planets, and of course if you allow that to terraform them as well. We have created hybrid units where if you have technology from multiple races it will unlock unique units. But, alas, the team is scattered, and I am busy making Star Citizen be the best Space Sim ever. So it is on hold, unless maybe the community decides it wants to take up that challenge, and then maybe just maybe, we can find a way to make that work\u2026.what do you say everyone\u2026you up for it?"},"links_count":3,"comment_count":52,"created_at":"2013-01-22T00:00:00+00:00","created_at_human":"13 years ago"},"meta":{"processed_at":"2026-04-29 17:48:17","valid_relations":["images","links","translations"],"prev_id":12862,"next_id":12864}}