Search found 1670 matches

by Iluvalar
01 Jul 2020, 04:58
Forum: News and announcements
Topic: Release 3.4.0
Replies: 32
Views: 3709

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...
by Iluvalar
30 Jun 2020, 20:31
Forum: News and announcements
Topic: Release 3.4.0
Replies: 32
Views: 3709

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.
by Iluvalar
30 Jun 2020, 19:09
Forum: News and announcements
Topic: Release 3.4.0
Replies: 32
Views: 3709

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.
by Iluvalar
30 Jun 2020, 03:27
Forum: Addon discussions
Topic: NRS 3.4 (teaser)
Replies: 0
Views: 128

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....
by Iluvalar
30 Jun 2020, 02:22
Forum: News and announcements
Topic: Release 3.4.0
Replies: 32
Views: 3709

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 ...
by Iluvalar
29 Jun 2020, 20:05
Forum: Ideas and suggestions
Topic: New system technical levels
Replies: 7
Views: 2560

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 ...
by Iluvalar
13 Jun 2020, 02:57
Forum: Ideas and suggestions
Topic: new map terrain type(s)
Replies: 6
Views: 527

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...
by Iluvalar
06 Mar 2020, 19:45
Forum: Balance
Topic: Flamer aim?
Replies: 10
Views: 2116

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...
by Iluvalar
27 Dec 2019, 07:04
Forum: Coding
Topic: rules.js
Replies: 5
Views: 924

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.
by Iluvalar
14 Dec 2019, 01:59
Forum: Balance
Topic: Who uses cannon-flak?
Replies: 4
Views: 1536

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.
by Iluvalar
19 Nov 2019, 00:31
Forum: Balance
Topic: How do you beat rocket+mgs?
Replies: 3
Views: 1216

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...
by Iluvalar
19 Nov 2019, 00:20
Forum: Balance
Topic: Flamer aim?
Replies: 10
Views: 2116

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...
by Iluvalar
12 Jun 2019, 07:21
Forum: Game related Discussions
Topic: Tiberium Mod / Growing crystals
Replies: 6
Views: 2973

Re: Tiberium Mod / Growing crystals

Back in 2.3 , my NRS mod had : Base generation : Solar plants, housings, nuclear plants, civilians (units) interest rate, banks (borrow energy) Second degree investment : parks (slowly warm up and produce more then anything else near end game) propaganda towers : reduce power production of everyone ...
by Iluvalar
09 Jun 2019, 00:13
Forum: Game related Discussions
Topic: Tiberium Mod / Growing crystals
Replies: 6
Views: 2973

Re: Tiberium Mod / Growing crystals

Yes, it'S entirely possible with the current script system.
by Iluvalar
08 Jun 2019, 23:37
Forum: Development
Topic: Range orders and accuracy
Replies: 21
Views: 6094

Re: Range orders and accuracy

I agree with that, I do understand that we want to keep the campaign as true to the original as possible. But we also try hard to keep the multiplayer tech tree as it is. It would be the job of a modder to make a new techtree... So i dont really see the point of keeping 2 very similar set of stats f...