Its post-apocalyptic Earth and a great struggle has subsided with the defeat of Nexus and other factions remaining a mere niusance in the sector. It is time for the Project to move onto the next stage - repopulation.
This would simply bring about another dimension to the struggle of WZ2100, namely the founding and nurturing of population centers within a post-apocalyptic environment.
This could also give rise to new victory scenarios such as the successful defense of such population structures in survival mode, and there is no reason why population centers cannot give rise to experience benefits for newly activated units, and/or serve as a physical medium for experienced, recycled units to reside within until called upon. Perhaps also a modest increase in monies through business productivity.
I am thinking that there would be T0,1,2 & 3 versions of such quarters, starting from something a scavenger player might build and ending up with a massive metropolis some 7 x 7 in size (with slightly more tolerance of feature dips & rises than normal).
Naturally able to sustain damage on par with a fortress in the end game although classifying as a base structure rather than a hardcrete structure.
Populations in the WarZone Universe
Re: Populations in the WarZone Universe
Something that could lead some rare games to end just like this ?
Heretic 2.3 improver and proud of it.
Re: Populations in the WarZone Universe
Settlers with tanks?
Re: Populations in the WarZone Universe
Yes, actually that is sort of along the lines that I was thinking iluvatar. Although I do think it would be nice if the program were to randomly select one of several subtle skin options to give the illusion of variance (i.e. imperfect uniformity).
I gather that that is a 2.3 mod? Any link to it?
I gather that that is a 2.3 mod? Any link to it?
Re: Populations in the WarZone Universe
NRS.I gather that that is a 2.3 mod? Any link to it?
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Re: Populations in the WarZone Universe
Thanks NoQ.