Warzone 2100: Contingency (Beta now released)

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Re: Warzone 2100: Contingency (Beta now released)

Postby Giani » 22 Jun 2012, 00:36

Shadow Wolf TJC wrote:I also wish that there was a tab that allowed players to switch between base structures and defenses.

Wish garanted, but unfortunately it doesn't work on your mod :P
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Re: Warzone 2100: Contingency (Beta now released)

Postby Berg » 22 Jun 2012, 01:14

Shadow Wolf TJC wrote:I also wish that there was a tab that allowed players to switch between base structures and defenses.

There is a mouse wheel page flipping in beta11 structures lets to page through fast
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Re: Warzone 2100: Contingency (Beta now released)

Postby NoQ » 22 Jun 2012, 05:30

Arreon wrote:@ NoQ - I'd really like to see an AI personality that uses ALL the technologies and weapon branches. :)
You do realise that it would be a fairly weak AI?
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Re: Warzone 2100: Contingency (Beta now released)

Postby Arreon » 22 Jun 2012, 11:43

NoQ wrote:
Arreon wrote:@ NoQ - I'd really like to see an AI personality that uses ALL the technologies and weapon branches. :)
You do realise that it would be a fairly weak AI?


Yep. Doesn't matter though. :)

I still enjoy seeing the complete package.
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Re: Warzone 2100: Contingency (Beta now released)

Postby deadworker » 24 Jun 2012, 15:43

hey,
i have 3 questions or more problems.

first: awesome to see that the big transporter is buildable, but if i have created one and starts flying with it, it jumps through the world, so it move up and down the whole time, looks a little bit weird.

second: the big transport can only carry cyborgs, would be cool if it could transport tanks too :)

third: is it possible to make a vtol-truck. in the ntw-mod there already was such a VTOL-truck, so maybe it is possible to also include it into this aweseom mod.

beside that, awesome mod. just great. oh and maybe one thing. i haven't reach it yet, but what is the cap for the walls? cause in the ntw mod i reached the wall cap and it would be cool if you could increase it XD

Greetings, Deadworker.
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Re: Warzone 2100: Contingency (Beta now released)

Postby Giani » 24 Jun 2012, 16:28

deadworker wrote:hey,
i have 3 questions or more problems.

first: awesome to see that the big transporter is buildable, but if i have created one and starts flying with it, it jumps through the world, so it move up and down the whole time, looks a little bit weird.

second: the big transport can only carry cyborgs, would be cool if it could transport tanks too :)
...

He didn't make the tank transport, it was already implemented. And why do you say it can only carry cyborgs? The big transport can carry tanks, cyborgs and VTOLs...
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Re: Warzone 2100: Contingency (Beta now released)

Postby mobius1qwe » 25 Jun 2012, 09:01

I wish to make a suggestion:

The Plascrete towers sbould have that blue stripe in their middle to match their Towers and Hardpoints, because they just look like hardcrete walls with the plascrete stats.

Also, warzone 2100 has 3 tiers of buildings, units, weapons, etc... u could make tier 4, 5 and 6 too if its not impossible, or change yours new stuff to be an advanced tier techs, it would require rescaling of current researches, units, etc...

Anyway... just a suggestion, but I really would like that plascrete wall to be bluey!
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Re: Warzone 2100: Contingency (Beta now released)

Postby Shadow Wolf TJC » 25 Jun 2012, 20:01

@mobius1qwe: I actually based the appearance of the Supercrete and Plascrete Towers, Hardpoints, and Walls on Collective and NEXUS Towers, Hardpoints, and Walls respectively (though I haven't yet gotten around to working on a Plasteel Wall model).

Also, I'm not interested in adding more tiers. The mod's already packed full of research items as it is now, and I can't afford to add any more tiers. Besides, what could I possibly add that's more advanced than tier 3 lasers, railguns, and plasma cannons?
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Re: Warzone 2100: Contingency (Beta now released)

Postby Shadow Wolf TJC » 26 Jun 2012, 00:40

Version 0.4.2 is now out, with heavier versions of Lancers:
wz2100-20120621_192341-Sk-Rush.jpg
From left to right: Heavy Lancer, Heavy Tank Killer, and Heavy Scourge

This update also includes a new .pie model for the Plasteel Walls:
wz2100-20120625_192806-Sk-Rush.jpg
Upper-left corner: Hardcrete Walls
Upper-right corner: Supercrete Walls
Bottom-left corner: Plascrete Walls
Bottom-right corner: Plasteel Walls

Prior to this update, a bug was keeping these walls from transforming into corner walls. Although the bug has been fixed for Contingency, it may still be present within vanilla Warzone 2100. Moreover, I haven't yet developed new "L" and "T" shaped Supercrete, Plascrete, and Plasteel Walls.
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Re: Warzone 2100: Contingency (Beta now released)

Postby mobius1qwe » 26 Jun 2012, 01:34

s'okay, was just a suggestion to have improved tiers anyway...

keep up the good work :)
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Re: Warzone 2100: Contingency (Beta now released)

Postby Tyzler » 27 Jun 2012, 04:27

Did you know that there is a bug were when I click to build a super transport it builds a super nexus cyborg instead, AT THE VTOL FACTORY !!!!
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Re: Warzone 2100: Contingency (Beta now released)

Postby Shadow Wolf TJC » 27 Jun 2012, 08:49

:oops: Now I do, and I believe that I know why.
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Re: Warzone 2100: Contingency (Beta now released)

Postby Shadow Wolf TJC » 29 Jun 2012, 02:46

Version 0.4.3 is out, and players should now be able to build Super Transports (thanks to Tyzler for pointing it out).
wz2100-20120627_213045-Sk-Rush.jpg
I've also added these heavier versions of the Mini-Rocket Array, Rocket Assault Array, and Seraph Missile Array, though they may pale in comparison to...

wz2100-20120628_005825-Sk-Rush.jpg
...the introduction of these Tankbuster Cannons, Lasers, and Railguns, which were designed with mounting high damage-per-shot weapons onto light vehicles in mind. For example, a Tankbuster Cannon has a damage-per-shot that's on par with a Heavy Cannon, though with only about 29% of the weight, and only about 35% of the cost and build points. However, this comes at a significant cost. In addition to being unable to rotate like a Fixed-Mounted Heavy Cannon, they have half the rate-of-fire of one. They're essentially similar in function to Lancers, Tank Killers, and Scourge Missiles.

I've also increased the firepower of the Vulcan, Punisher, and Hellfury Gattling Guns a bit so that machinegun specialists would stand a better chance against tanks and structures, and introduced a defensive structure called a "Sniper Nest", which is a bunker equipped with 8 anti-personnel sniper cannons (much like the ones carried by a Cyborg Sniper).

Edit: You may have already guessed with me slowing down development, but I'm starting to feel fatigued when it comes to developing this mod. While I would like to incorporate some features from some other mods, like NoQ's Ultimate Scavengers Mod, or aubergine's later versions of the Enhanced SitRep Mod, I may not have enough time to do so within the next month or 2, which is why I'm now thinking about letting others pitch in for development.

Here are the following tasks that I'd like done for Contingency:

- Integrate NoQ's Ultimate Scavengers Mod's materials into Contingency, though have the custom Scavenger AI bundled as one of those optional add-on mods so that it's optional to enable/disable, much like with the tier-limiting mods.
- Integrate the later versions of the Enhanced SitRep Mod (done by aubergine) into Contingency.
- Develop new .pie models for the new Cyborgs and Super Cyborgs. (They don't need to be anything fancy or hi-poly though. Just distinct enough for them to be recognizable from a moderate distance, and for them to bear some resemblance to their tank-mounted counterparts.)

I've also begun work on adding some more multi-turret bodies for a future version, though it'll take me a while to work on their .pie models.
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Re: Warzone 2100: Contingency (Beta now released)

Postby mobius1qwe » 29 Jun 2012, 07:42

The times u feel tired are the same times the personal problems happens, everything seems to crash at the same time. That is known to be the phase when most developers toss away their works because they "lose the joy" to keep working.

I know this because it happened to me, although I wasn't developing a mod for a game or anything related to entertainment, it was just an ordinary application.

just some months later I figured out why I gave up the work... I found too many bugs and I thought I'd never correct them. So I tossed away everything I did. 2 Months later I re-started the work, and I ended up facing the same problems. This time I didn't give up, I started fixing bugs and making beta-versions that I passed to my fellas to test the stuff. I figured out that most of simple bugs we miss which bricks the application and several "critical" bugs only happens in rare circumstances. What I did then? I started to make a kind of bug-list and ordered the bugs by easiness of development. in 2 weeks the app worked smoothly 'till the end without bugging and crashing. And several bugs which were occurring rarely, i just kept them aside, once the app was smooth enough to consider it "stable" I started working on critical bugs

I didn't found the solution of making a bug-list by myself tho. I asked some dev friends and all of them makes this sort of work to keep track on what is needed to do. And most of them said that "some bugs we just don't fix, because our clients don't wait". Finally I only kept working on it because it was my first major work! Even I'm lacking knowledge to make it quicker and faster, I kept working on tons of source code lines when I could make it in about 25% less lines. Today my apps have smaller lines of code and responds quicker to what I need them to do, they may have bugs? Yes, but no one's perfect.

My advice to u, after all this chit-chat is don't give up because it seems bad. Everything gets worse before getting better. It better get worse now in Beta version than in Stable version.
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Re: Warzone 2100: Contingency (Beta now released)

Postby Shadow Wolf TJC » 29 Jun 2012, 08:12

What? I'm not planning on quitting in the middle of things. In fact, I'm not encountering any serious mod-threatening problems at all (though I did have to cut a few features during development. <cough>resourceless power generators</cough>) :lol: All I'm saying is that I've been working on this mod, almost non-stop, for almost 4 1/2 months now (3 1/2 in pre-beta development, and 1 month in post-beta development), so I'm starting to feel fatigued from all this hard work. :lazy2:
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