Search found 1688 matches
- 02 Aug 2020, 04:49
- Forum: Addon discussions
- Topic: NRS 3.4 (teaser)
- Replies: 5
- Views: 3862
Re: NRS 3.4 (teaser)
Hello it's me again, you may see a copy of the prototype being hosted around. I'm doing quick progress now. Wow been a month already ! we have 12 lines of weapon, 6 lines of body, a propulsion upgrade line for each, there is a lot of work still to clean up the mess and add some of the NRS typical th...
- 22 Jul 2020, 19:13
- Forum: Coding
- Topic: Warzone2020 Propulsion Revisited
- Replies: 3
- Views: 11412
Warzone2020 Propulsion Revisited
"Wish" list *Function C=1000/tileDifficulty for the A* algorhytm. So AI use roads and avoid dirt *Function D=1+1*isTileOccupied() for the A* algorhytm. So AI consider avoiding obstacle during patfinding *Run the A* a bit more regularly so droids change courses if needed. *Set the tile impa...
- 12 Jul 2020, 02:21
- Forum: Addon discussions
- Topic: NRS 3.4 (teaser)
- Replies: 5
- Views: 3862
Re: NRS 3.4 (teaser)
Here is what i have so far Fnrs_add([ 'faction'=> 'nexus', 'use'=> "RailGun1Mk1,RailGun1-VTOL,Cyb-Wpn-Rail1", 'in'=>'2120', 'type'=> 'weapons', 'as' => ['hvy','AT','hightech','longrange'] ]); Fnrs_add([ 'faction'=> 'nexus', 'use'=> "MG5TWINROTARY", 'in'=>'2120', 'type'=> 'weapons...
- 01 Jul 2020, 04:58
- Forum: News and announcements
- Topic: Release 3.4.0
- Replies: 37
- Views: 59194
Re: Release 3.4.0
Random map generation is impossible due to the 21tile rule. Which is caused by the range of the machine guns (7 tile) and the bonus HP given to structures (3x). So it's basically hard corded. Most map maker follow the rule by instinct alone, they just know what kind of choke point work for the situa...
- 30 Jun 2020, 20:31
- Forum: News and announcements
- Topic: Release 3.4.0
- Replies: 37
- Views: 59194
Re: Release 3.4.0
My presence alone, here and now, kinda disprove you. Doesn't it ?
100-200 sounds about the amount of people playing NRS in 2.3 when you pulled the plug off for the same broken argument.
100-200 sounds about the amount of people playing NRS in 2.3 when you pulled the plug off for the same broken argument.
- 30 Jun 2020, 19:09
- Forum: News and announcements
- Topic: Release 3.4.0
- Replies: 37
- Views: 59194
Re: Release 3.4.0
The maps alone in WZ create crazy diversity. And there is mapmod around since a long while. If it was a law that the only version is low oil t1 no base, then this game would be extinct long ago.
- 30 Jun 2020, 03:27
- Forum: Addon discussions
- Topic: NRS 3.4 (teaser)
- Replies: 5
- Views: 3862
NRS 3.4 (teaser)
New Research System At start of the game, Players get access to factions in the research tab for a moderate cost. Each faction unlock a dozen of research lines. Some early tech, some late game tech and some special tech. Just enough to in theory be able to play the whole game with the same faction....
- 30 Jun 2020, 02:22
- Forum: News and announcements
- Topic: Release 3.4.0
- Replies: 37
- Views: 59194
Re: Release 3.4.0
We are at the point where we need 3 mods it seems. 1-The classic mod with few changes. 2- The failure andrvaut is attempting to do*. 3- A legitimate modern research tree. To move on and allows people to add new stuff. For this we need a robust mod selection. This is host select a map AND a mod. The ...
- 29 Jun 2020, 20:05
- Forum: Ideas and suggestions
- Topic: New system technical levels
- Replies: 7
- Views: 8611
Re: New system technical levels
Hello, I juggled with the same ideas for NRS+ a long time ago. I wanted a main tech line that would represent time and more and more advanced weapons line coming from it. While it's a charming idea in elegance and lore, I came strongly believe this is the wrong direction for gameplay. We try to add ...
- 13 Jun 2020, 02:57
- Forum: Ideas and suggestions
- Topic: new map terrain type(s)
- Replies: 6
- Views: 5238
Re: new map terrain type(s)
It required a small adjustements in the code in 2.3.9 over the A* algorithm to allow for movement over more area. I had it in my mod, but I don't think it was ever implemented in 3.x . You need a dev to allow proper movement over water (and a weighted A* that account for terrain difficulty). Otherwi...
- 06 Mar 2020, 19:45
- Forum: Balance
- Topic: Flamer aim?
- Replies: 10
- Views: 16882
Re: Flamer aim?
I'm months late to answer, but the easy answer why we can't have a true gaussian distribution aiming system is : A- It's an RTS, not a FPS. In a FPS self movement is a key part of the game play because of that. But in an RTS units have to stay where they were ordered to. It would change completely t...
Re: rules.js
Interest rate is always the first thing I mod in the rule.
An universal income as well.
It help reducing the click fest feel to the game. If you don't design and produce at the second you end a research, you will make a little bit more power in interest.
An universal income as well.
It help reducing the click fest feel to the game. If you don't design and produce at the second you end a research, you will make a little bit more power in interest.
- 14 Dec 2019, 01:59
- Forum: Balance
- Topic: Who uses cannon-flak?
- Replies: 4
- Views: 13137
Re: Who uses cannon-flak?
no hvc is better, if you are really stuck in the cannon branch, you convert everything to hvc. Vtols should be available from start and be weak. instead we have a late tech propulsion that need to be oppressive because of that.
- 19 Nov 2019, 00:31
- Forum: Balance
- Topic: How do you beat rocket+mgs?
- Replies: 3
- Views: 12315
Re: How do you beat rocket+mgs?
Hi, i'm not familiar with the current balance state in detail, but rockets research is a big investment. You should be able to expand and take more oil derricks then them. You can use structures which both mg and rockets are bad against. With the extra derricks you should be able to outnumber them a...
- 19 Nov 2019, 00:20
- Forum: Balance
- Topic: Flamer aim?
- Replies: 10
- Views: 16882
Re: Flamer aim?
If he's playing with the new aim system that was fixed recently, we should just oblige and fix the accuracy to match better his expectation. Flamers used to miss inside the hitbox anyway, with the splash dmg, it was most likely hitting at 100%. Now, I also believe playing with fire should be a bit h...