A new variant on WZ2100 - (Abandoned)
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Avestron
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A new variant on WZ2100 - (Abandoned)
Ok so the title is more than a little bombastic and its not really a WIP yet (as a side-note I am having difficulty downloading the sourcecode for the project).
Put very simply I would like to see a warzone variant where the following is true:
- Ground units no longer enjoy an unlimited stockpile of ammunition - Like VTOLs ammunition stockpiles within each unit will run out after a number of rounds of ammunition are dispensed.
- Rearmament takes place at HQ, repair facility, rearmament pad or via a repair turret (with differing degrees of efficiency)
- Unit design is extended to five phases:
propulsion
body type
turret type
weapon and (default) ammunition slots (or utility functions)
miscellaneous (a slot for some mostly passive benefit like engine boosting or extra anti-kinetic dampening)
- Unit malfunctions - where units entering yellow or red run a risk of some degree of failure (movement impediment - disorientation, structural disintegrity, weapon systems failure, breakdown, etc.)
- Wall-based structures enjoy synergy bonuses from the adjacent presence of such structures (each one confering an hp bonus)
- Improved structure control where the following is true:
All structures can be selected with an orders screen similar to unit orders - double clicking a structure selects all structures of that type. Using the click and drag technique to select defensive structures works when using the mouse button other than that used for unit orders.
Defensive structures can be assigned groups
Structures that are 'laid out' for construction can be selected and upgraded multiple levels in series - useful for building advanced factories and walls fast.
In the case of walls a player is able to hold mouse button down upon a 'laid out' wall base and drag the wall over the path that the player would like the wall to cover - with the PC pathfinding where possible - click the other button to have both mouse buttons pressed simultaneously to confirm order (or alternatively allow for this end point to be moved (similar to a factory production point (which only appears when building of walls start (wall upgrade level matches original wall piece).
- - - - - - -
These are a few ideas. I have limited experience in coding (and am frankly hoping to adapt existing code to bring some of the more fundamental changes about) but I do think that this would be a worthwhile exercise as the strategy in-game would change somewhat.
I'd appreciate any advice at this point as to what would be necessary - would this warrant a whole different WZ variant or would a mod do fine?
Put very simply I would like to see a warzone variant where the following is true:
- Ground units no longer enjoy an unlimited stockpile of ammunition - Like VTOLs ammunition stockpiles within each unit will run out after a number of rounds of ammunition are dispensed.
- Rearmament takes place at HQ, repair facility, rearmament pad or via a repair turret (with differing degrees of efficiency)
- Unit design is extended to five phases:
propulsion
body type
turret type
weapon and (default) ammunition slots (or utility functions)
miscellaneous (a slot for some mostly passive benefit like engine boosting or extra anti-kinetic dampening)
- Unit malfunctions - where units entering yellow or red run a risk of some degree of failure (movement impediment - disorientation, structural disintegrity, weapon systems failure, breakdown, etc.)
- Wall-based structures enjoy synergy bonuses from the adjacent presence of such structures (each one confering an hp bonus)
- Improved structure control where the following is true:
All structures can be selected with an orders screen similar to unit orders - double clicking a structure selects all structures of that type. Using the click and drag technique to select defensive structures works when using the mouse button other than that used for unit orders.
Defensive structures can be assigned groups
Structures that are 'laid out' for construction can be selected and upgraded multiple levels in series - useful for building advanced factories and walls fast.
In the case of walls a player is able to hold mouse button down upon a 'laid out' wall base and drag the wall over the path that the player would like the wall to cover - with the PC pathfinding where possible - click the other button to have both mouse buttons pressed simultaneously to confirm order (or alternatively allow for this end point to be moved (similar to a factory production point (which only appears when building of walls start (wall upgrade level matches original wall piece).
- - - - - - -
These are a few ideas. I have limited experience in coding (and am frankly hoping to adapt existing code to bring some of the more fundamental changes about) but I do think that this would be a worthwhile exercise as the strategy in-game would change somewhat.
I'd appreciate any advice at this point as to what would be necessary - would this warrant a whole different WZ variant or would a mod do fine?
Last edited by Avestron on 25 Aug 2012, 14:35, edited 1 time in total.

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lav_coyote25
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Re: A new variant on WZ2100 - WIP
go for the mod - will be a whole lot easier...
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Avestron
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Re: A new variant on WZ2100 - WIP
Thank you for the advice.lav_coyote25 wrote:go for the mod - will be a whole lot easier...
And of course this begs the newbie question - what would it take to make a mod?
(still having difficulty downloading the source code)

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Per
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Re: A new variant on WZ2100 - WIP
These changes would require source code level modifications.
What problems are you having downloading the source?
What problems are you having downloading the source?
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Avestron
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Re: A new variant on WZ2100 - WIP
Thanks for the clarification. This is good to know. I just need the source (and a C editor apparently) ^_^Per wrote:These changes would require source code level modifications.
Am presently on s 2nd computer on a 2nd connection - the source code failed to download.What problems are you having downloading the source?
Put very simply I follow the link to sourceforge (both via direct link as well as via run-around link following when the former fails (so not merely an outdated link) - it goes through to the 'please wait - click here if you are not redirected' page and then redirects to a blank white 'Done' page.
Checked the non-sourceforge link but it seems to have 2.2.0 source rather than 2.2.1 and its better that I work with current.
Will be back in a little while. Thanks for any help. :c)

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cybersphinx
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Re: A new variant on WZ2100 - WIP
Try SVN: http://sourceforge.net/projects/warzone2100/develop.Avestron wrote:Thanks for the clarification. This is good to know. I just need the source (and a C editor apparently) ^_^
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Avestron
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Re: A new variant on WZ2100 - WIP
Thanks fo the assistance - I was still unable to download the file but it seems I'm able to access script files from the same link and will look to them for the moment until the source file becomes available again.cybersphinx wrote:Try SVN: http://sourceforge.net/projects/warzone2100/develop.
I am attempting to download the file from http://sourceforge.net/project/showfile ... _id=155940 - the .tar.bz2 file.

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Avestron
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Re: A new variant on WZ2100 - WIP
I am happy to report that the sourceforge source file for 2.2.1 is working again - downloading. ^_^
In the meantime I'll use this thread to serve as a repository for thoughts and further expansions based either on SVN text files or just random thoughts.
- - - - - - -
- Decommissioned structures - structures in a poor state of repair may shut down or reach a state of dormancy. Such structures are neutral and may be captured through conversion by a truck (20-50% discount). This opens up the possibility of pre-destruction or previously defeated bases being recommissioned to 'work for us' (and may even become features of certain maps). Recommissioned factories may toss in a research element which would have been gained had it been absolutely destroyed.
- Decommissioned and wrecked vehicles - units decommissioned become neutral and passive elements while wreckage leaves behind scrap litter on the tile - posing movement impediments. Heavy vehicles may reduce or negate this factor with passage while repair vehicles are able to salavage elements, or recommission vehicles to 'work for us' (the process is slow). Recommissioned vehicles do not retain experience.
- Component recycling - With appropriate repair upgrades it becomes possible for repair turrets, rearmament pads and structures to reconfigure existing units without requiring that they be completely recycled - this provided that they retain their body and propulsion type. Other components such as turrets, miscellaneous installations (if reconfigurable), and weapon systems may be placed in inventory for reuse.
- Modularization of tower structures - permitting sensor or other towers to be height 3 or more.
- Unit and commander techniques - through research new combat techniques may be learnt both as a unit and as a group under a commander. Tactics such as 'evade', 'move and fire', 'cyclic hit and run', 'hazard recognition' etc. could become research topics in their own right, as could more general training researches, technological aides and such.
- Stealth - I understand that there are plans for ECM but would like to explore the scope for buildings to be upgraded to be weakly ECM to replicate camauflage - as well as a new body which does precisely this. (chameleon)
- Chaff utility - counter-missile weapon, extensive chaff in immediate area (lightweight but somewhat bulky ammo), reducing missile accuracy - may be mounted as secondary weapon
- Reworking weapon damage to be a function of ammunition mass (or thermal intensity), weapon power and vector-balanced speeds (a MG round will cause more penetration when two vehicles approach than when they are heading away from each other). Rounds will be classified according to hardness (determining what degree of mass if transmitted on impact), payload (explosive, incendiary, etc.), and velocity where applicable.
- Reworking research trees such that weapon and munitions development are not necessarily in series - high velocity kinetic weapons may be researched without much research into explosives - and permitting a unit with a 50 calibre weapon system to resupply with rounds of whatever type desired (rounds are stockpiled and recycled (anybody ever played carrier command?)).
- - - - - - -
Well just some more useless thoughts - main thing is that i've source now. Thanks for any help and advice.
In the meantime I'll use this thread to serve as a repository for thoughts and further expansions based either on SVN text files or just random thoughts.
- - - - - - -
- Decommissioned structures - structures in a poor state of repair may shut down or reach a state of dormancy. Such structures are neutral and may be captured through conversion by a truck (20-50% discount). This opens up the possibility of pre-destruction or previously defeated bases being recommissioned to 'work for us' (and may even become features of certain maps). Recommissioned factories may toss in a research element which would have been gained had it been absolutely destroyed.
- Decommissioned and wrecked vehicles - units decommissioned become neutral and passive elements while wreckage leaves behind scrap litter on the tile - posing movement impediments. Heavy vehicles may reduce or negate this factor with passage while repair vehicles are able to salavage elements, or recommission vehicles to 'work for us' (the process is slow). Recommissioned vehicles do not retain experience.
- Component recycling - With appropriate repair upgrades it becomes possible for repair turrets, rearmament pads and structures to reconfigure existing units without requiring that they be completely recycled - this provided that they retain their body and propulsion type. Other components such as turrets, miscellaneous installations (if reconfigurable), and weapon systems may be placed in inventory for reuse.
- Modularization of tower structures - permitting sensor or other towers to be height 3 or more.
- Unit and commander techniques - through research new combat techniques may be learnt both as a unit and as a group under a commander. Tactics such as 'evade', 'move and fire', 'cyclic hit and run', 'hazard recognition' etc. could become research topics in their own right, as could more general training researches, technological aides and such.
- Stealth - I understand that there are plans for ECM but would like to explore the scope for buildings to be upgraded to be weakly ECM to replicate camauflage - as well as a new body which does precisely this. (chameleon)
- Chaff utility - counter-missile weapon, extensive chaff in immediate area (lightweight but somewhat bulky ammo), reducing missile accuracy - may be mounted as secondary weapon
- Reworking weapon damage to be a function of ammunition mass (or thermal intensity), weapon power and vector-balanced speeds (a MG round will cause more penetration when two vehicles approach than when they are heading away from each other). Rounds will be classified according to hardness (determining what degree of mass if transmitted on impact), payload (explosive, incendiary, etc.), and velocity where applicable.
- Reworking research trees such that weapon and munitions development are not necessarily in series - high velocity kinetic weapons may be researched without much research into explosives - and permitting a unit with a 50 calibre weapon system to resupply with rounds of whatever type desired (rounds are stockpiled and recycled (anybody ever played carrier command?)).
- - - - - - -
Well just some more useless thoughts - main thing is that i've source now. Thanks for any help and advice.

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psychopompos
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Re: A new variant on WZ2100 - WIP
or your misc selection look into
slat armour(rocket defence)
ERA skirts/modules
thel low powered systems scramble targeting systems, high powered shoot missiles out of the sky.
cant wait to see this capture function, good luck
slat armour(rocket defence)
ERA skirts/modules
thel low powered systems scramble targeting systems, high powered shoot missiles out of the sky.
cant wait to see this capture function, good luck
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XANAX
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Re: A new variant on WZ2100 - WIP
maybe we could also add the ability to see where the building is being placed even after you deselect the truck
& also the ability to rotate buildings.. "a arrow would be standard for placement to orient the direction it is being placed" hot keys - number pad ENTER
p.s. it would only rotate in a clock-wise direction.. ( less work )
& also the ability to rotate buildings.. "a arrow would be standard for placement to orient the direction it is being placed" hot keys - number pad ENTER
p.s. it would only rotate in a clock-wise direction.. ( less work )
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Avestron
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Re: A new variant on WZ2100 - WIP
Ok - another newbie question.I've been looking at sourceforge hosted C related compilers.
Which would be recommended for me to play around with? GCC? Is wz in original C or a variant language?
Would all files be editable within the compiler concerned?
Which would be recommended for me to play around with? GCC? Is wz in original C or a variant language?
Would all files be editable within the compiler concerned?

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Zarel
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Re: A new variant on WZ2100 - WIP
GCC.Avestron wrote:Ok - another newbie question.I've been looking at sourceforge hosted C related compilers.
Which would be recommended for me to play around with? GCC? Is wz in original C or a variant language?
Would all files be editable within the compiler concerned?
Warzone is in C89, except it uses two C99 features: variadic macros and single-line (C++) comments.
Define "editable" - compilers don't "edit" anything...
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Avestron
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Re: A new variant on WZ2100 - WIP
Ok thanks.Zarel wrote: GCC.
Notepad didn't seem to be appropriate for editing (changing/adding to) the code. :cP Will look up GCC.Warzone is in C89, except it uses two C99 features: variadic macros and single-line (C++) comments.
Define "editable" - compilers don't "edit" anything...
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As for the other comments, if I get that far then I'll consider those suggestions - but don't hold your breaths :cP

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Zarel
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Re: A new variant on WZ2100 - WIP
I use Notepad2 for editing code: http://www.flos-freeware.ch/notepad2.htmlAvestron wrote:Notepad didn't seem to be appropriate for editing (changing/adding to) the code. :cP Will look up GCC.
It actually works as a good drop-in replacement for the regular Notepad.
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Avestron
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Re: A new variant on WZ2100 - WIP
Well in my own tradition I'll be piling further ideas that I'd like to get around to - eventually (some time after I get round to starting):
- Experience modifications - calculation of experience to be a function of kills and contacts
Experience = ((kills x 10) + contacts), where
if Current packet of hits / Experience measurement packet > 1
then (contacts = contacts +1) and (CPoHits = CPoHits - EMPacket)
The result would be a situation where both kills and contacts with targets accumulate experience (clicking on a unit will show experience, kills & contacts at the top of the screen).
The experience measurement packet varies from weapon to weapon - put simply a hit with a gauss cannon is going to carry more weight than a hit with an assault gun.
- - -
- Vehicle pilots - When a unit is produced a human counterpart is also generated. This human element (with a pregenerated name) gains experience in that vehicle until either it is destroyed (typically a 5-15%+ survival rate depending on body), recycling or disembarkment.
This permits a significant degree of further detail. pilot personalities (think Aivolution with units occasionally inserting idle banter or letting you know when a unit comes under fire), mood matrix (underconfident/ sad-overconfident/ happy, enraged-calm), etc.
New researches result in new increasingly cybernetic pilots (pilots are mechanically scavengers at the start) based upon research, increasing reaction times and survival rates and eventually even allowing veteran units to pilot from within an upgraded command relay center while their vehicles get shot up badly or destroyed.
Lots of possibilities here but of course I apologize for spamming this thread ^_^ Its more of a notepad I guess.
- - - - - - -
Oh and thanks for the tip on notepad 2 - Will head for that then. ^_^
- Experience modifications - calculation of experience to be a function of kills and contacts
Experience = ((kills x 10) + contacts), where
if Current packet of hits / Experience measurement packet > 1
then (contacts = contacts +1) and (CPoHits = CPoHits - EMPacket)
The result would be a situation where both kills and contacts with targets accumulate experience (clicking on a unit will show experience, kills & contacts at the top of the screen).
The experience measurement packet varies from weapon to weapon - put simply a hit with a gauss cannon is going to carry more weight than a hit with an assault gun.
- - -
- Vehicle pilots - When a unit is produced a human counterpart is also generated. This human element (with a pregenerated name) gains experience in that vehicle until either it is destroyed (typically a 5-15%+ survival rate depending on body), recycling or disembarkment.
This permits a significant degree of further detail. pilot personalities (think Aivolution with units occasionally inserting idle banter or letting you know when a unit comes under fire), mood matrix (underconfident/ sad-overconfident/ happy, enraged-calm), etc.
New researches result in new increasingly cybernetic pilots (pilots are mechanically scavengers at the start) based upon research, increasing reaction times and survival rates and eventually even allowing veteran units to pilot from within an upgraded command relay center while their vehicles get shot up badly or destroyed.
Lots of possibilities here but of course I apologize for spamming this thread ^_^ Its more of a notepad I guess.
- - - - - - -
Oh and thanks for the tip on notepad 2 - Will head for that then. ^_^
