BP's Rebalance Mod for 3.1

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Black Project
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BP's Rebalance Mod for 3.1

Post by Black Project »

License: CC0 1.0 Universal (Public Domain)

http://addons.wz2100.net/280

Playtesting & constructive criticism is welcome.

Features:
  • NoQ's NullBot AI
  • Fully previsible tech-tree system (borrowed from Illuvalar's New Research System Mod)
  • Every single weapon should be useful for now
  • Removed weapon and structure redundancy
  • All weapon branches should have for now:
    • 3 accuracy upgrades
    • 6 rate-of-Fire upgrades
    • 9 damage upgrades
  • Laser Satellite Command Post can now be upgraded
  • Increased number of research upgrades for the following research branches:
    • Factory: 4 > 9
    • Sensor: 3 > 9
    • Engineering (Truck): 3 > 9
    • Repair Facility: 3 > 9
    • VTOL Rearming Pad: 6 > 9
    • Resistance circuits: 1 > 9
    • Vehicle and cyborg hitpoint, kinetic and thermal armor: 9 > 12
    • Engine: 9 > 12
    • Base Structure: 9 > 12
    • Power Generator: 6 > 9
  • Level 2 and 3 propulsions now available for research:
    • Level 2 Propulsion: increases vehicle weight, price and hitpoints up to 50%
    • Level 3 Propulsion: increases vehicle weight, price and hitpoints up to 100%
  • Increased Structure Limits
    • VTOL Rearming Pad: 50 > 128
    • Repair Facility: 5 > 128
    • Power Generator; 10 > 32
    • Research Facility: 5 > 50
    • Command Center: 1 > 128
    • New Paradigm Command Center: 1 > 128
    • Collective Command Center: 1 > 128
    • NEXUS Command Center: 1 > 128
    • Satellite Uplink Center: 1 > 128
    • Laser Satellite Command Post: 1 > 128
  • New Weapons
    • NEXUS Heavy Plasmite Launcher (flamer artillery)
    • Earthshaker Rocket
    • Twin Light Cannon
    • Twin Medium Cannon
    • Twin Heavy Cannon
    • Twin Super Cannon
    • Devastator Bunker Buster Missile
    • Tornado AA Cannon
    • Cyclone AA Cannon (replaces AA Flak Cannon)
    • EMP Mortar
  • VTOL variants for nearly all weapons
    • Medium Cannon
    • Heavy Cannon
    • Twin Light Cannon
    • Twin Medium Cannon
    • Twin Heavy Cannon
    • Twin Assault Gun
    • Twin Assault Cannon
    • Plasma Cannon
    • Devastator Missile
    • Avenger SAM
    • Vindicator SAM
    • Tornado AA Cannon
    • Cyclone AA Cannon
    • Hurricane AA Gun
    • Whirlwind AA Gun
    • Stormbringer AA Laser
    • Gauss Cannon
  • New Structures
    • Machinegun Bunker
    • Twin Machinegun Bunker
    • Heavy Machinegun Bunker
    • Earthshaker Emplacement
    • NEXUS Heavy Plasmite Launcher Site
    • Lancer Bunker
    • Flamer Tower
    • Machinegun Tower
    • Twin Machinegun Tower
    • Heavy Machinegun Tower
    • Tornado AA Site
    • Tornado AA Hardpoint
    • Cyclone AA Site (replaces AA Flak Cannon Site)
    • Cyclone AA Hardpoint (replaces AA Flak Hardpoint)
    • Stormbringer AA Hardpoint
    • Hurricane AA Hardpoint
    • New Paradigm Command Center
    • Collective Command Center
    • NEXUS Command Center
    • Collective Hardcrete Wall
    • NEXUS Hardcrete Wall
    • Twin Light Cannon Hardpoint
    • Twin Medium Cannon Hardpoint
    • Twin Heavy Cannon Hardpoint
    • Twin Assault Cannon Hardpoint
    • Flashlight Hardpoint
    • Heavy Laser Hardpoint
    • Plasma Cannon Hardpoint
  • New Cyborgs available:
    • Rocket Pod Cyborg
    • Rocket Array Cyborg
    • Bunker Buster Cyborg
    • Tank Killer Cyborg
    • Twin Machinegun Cyborg
    • Heavy Machinegun Cyborg
    • EMP Mortar Cyborg
    • Plasmite Flamer Cyborg
    • Pulse Laser Cyborg
    • Devastator Cyborg
    • Avenger SAM Cyborg
    • Vindicator SAM Cyborg

Credits:
  • NoQ
    • NullBot AI v2.10
  • Illuvalar
    • New Research System Mod
Last edited by Black Project on 21 Sep 2014, 05:16, edited 4 times in total.
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Goth Zagog-Thou
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Re: BP's Rebalance Mod for 3.1

Post by Goth Zagog-Thou »

Ahhh ... :) NRS Reborn!

Enjoyed it on 2.3, and I'll enjoy it on 3.1. Thanks BP, and enjoy Campaign 4. It's a bit glitchy, but it'll challenge you. :)

I'll play this one immediately. Thanks for submitting it!
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o________________O DO WANT

Post by NoQ »

NullBot is not yet using the new stuff, right? Probably much more random personalities can be produced to exploit the NRS-like environment. But at least, it should be easy to modify weapon and tech lists in -header.

Also, i see you're substituting the base-game nullbot*.* files, but you can also substitute nexus*.* files, to set the custom AI as default.

Code: Select all

info    |07:53:24: [js_pursueResearch:621] Possible cyclic dependencies in prerequisites, possibly of research "R-Comp-SynapticLink".
This warning should be easy to squash (R-Comp-SynapticLink requires itself).
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Re: BP's Rebalance Mod for 3.1

Post by Black Project »

Goth Zagog-Thou wrote:Ahhh ... :) NRS and Warzone Nostalgia Reborn!
Fixed that for you
NoQ wrote:NullBot is not yet using the new stuff, right?
You're right.
NoQ wrote:

Code: Select all

info    |07:53:24: [js_pursueResearch:621] Possible cyclic dependencies in prerequisites, possibly of research "R-Comp-SynapticLink".
This warning should be easy to squash (R-Comp-SynapticLink requires itself).
Did that warning crash the mod? I haven't seen this warning until now.
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Re: BP's Rebalance Mod for 3.1

Post by NoQ »

No, just a warning, indicates a lag in NullBot research decision-making (not sure if noticeable, the game core runs a thousand loops through the cyclic dependency, then gives up, before drawing the next game frame) (and in fact it may prevent NullBot from researching stuff that depends on it, not sure; edit: yeah, actually prevents, and it's impossible to work around this on the script side).
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Re: BP's Rebalance Mod for 3.1

Post by NoQ »

Probably the first thing NullBot needs to learn about this mod is that modules are not pre-reqs for production/research/power upgrades, so they need to be researched explicitly.
Spoiler:
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Re: BP's Rebalance Mod for 3.1

Post by Iluvalar »

This is a very great first draft. Good job ! Now... as you expect I have a lot of suggestions. This will never end lol. So feel free to say "no" to anything I'll say as it's your mod and not mine.

bodies
The way you set it is not very good. For now, if someone research the green bodies, he will be stuck with them for the remaining of the game. The energy spent on those don't help at all to research the black one and then the wyvern line. Since you increase the combinatory options : rof, dmg, new weapon, hp, propulsion, power, research. Players will always have better research to do then to scrap the body research they did to make a new one. Each player end up with only 1 usable body.

I suggest for now you set the bodies into 3 research line : light, medium and heavy.

cannons
The same goes for cannons and other research. You think you increase the amount of option by unlocking every cannon at once in the research. But instead you stuck the player with one single weapon of choice.

Instead if you have one longer sequence of new weapon, the player can follow that line of research up to the weapon he want to use. If there is enough component in each line, the player might even be able to reverse to a previous model (say hvc for range) to fit the situation instead of the newest weapon that is balanced to be a bit stronger overall but might have weakness.

Let the players research up to the weapon they want instead of exploding the techtree to show them all options at once...

accuracy
You really dont need a 4rth research in a single weapon line. From gameplay, it's the same exact effect then ROF and it's limited in the amount you can create. It will also allow player to overdo the research and one single research path and go for a do or die kind of research pattern (if my enemy research track I'm dead, else my super machine gun will shred him to piece). Really 3 research (components, rof and dmg) are already more then enough to allow that effect. You should forget about accuracy upgrades it's redundant.

structure
If a player want to use structures, he gonna have to research the structures hp upgrades already. I fail to see why we should force them to research them individually on top of that... You'd better give it with the weapon research straight away and save extra researches and maintenance for something more interesting.


research tags
Consider adding information about research right in the research name tag. (which research is it ? How much does it improve ? what kind of weapon is that ?). I got a lot of positive feedback from documenting in there as much as possible. I bet whatever you wont stop at the double light cannon and devastator add on and that you will slowly add more and more new stuff you'll need to document :P .

I'm just scratching the surface.
And I guess you'll have a lot of balance job to do... but for now I must say impressive job !
Last edited by Iluvalar on 14 Sep 2014, 20:55, edited 1 time in total.
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Re: BP's Rebalance Mod for 3.1

Post by Goth Zagog-Thou »

Ahhh ... :) NRS and Warzone Nostalgia Reborn!
I stand corrected. :)

I like it thus far. Needs a little bit of balancing but it's a great start BP.
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Black Project
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Version 0.2 released

Post by Black Project »

A new version has been released and it's now available on the addons section.

Features:
  • Fixed NullBot's inability to research and upgrade the research and factory modules
  • Updated NullBot to v2.11.
  • All weapon defense researches with the exception of fortress defenses and the Laser Satellite Command Post were cheapened, they're instantly researched upon selection for now.
  • Twin Medium Cannon requires Twin Light Cannon
  • Twin Heavy Cannon requires Twin Medium Cannon
  • Fixed the R-Comp-SynapticLink error bug affecting NullBot's research decision-making.
  • Vehicle bodies are now divided into three categories for now: Light, Medium and Heavy.
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Re: BP's Rebalance Mod for 3.1

Post by montetank »

Thanks. Its a nice mod. I tested last night and rated in the addons section :)
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
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Re: BP's Rebalance Mod for 3.1

Post by Black Project »

-snipped
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Version 0.3a released!

Post by Black Project »

Happy new year!

After months on hiatus and then not properly playtesting v0.3, causing it to crash to desktop, version 0.3a is now available for download.

I apologize for uploading a broken release.

Features:
  • NEXUS Link Turret and EMP Cannon now available to research at the beginning, they no longer require Resistance Circuits.
  • EMP Bomb Bay and EMP Mortar requires EMP Cannon
  • NEXUS Link Turret damage and rate of fire can now be upgraded.
  • EMP Weapon rate of fire can now be upgraded.
  • Removed weapon accuracy upgrades.
  • All weapons have maximum accuracy.
  • Factory modules no longer increase production rate.
  • Fixed vehicle bodies not being divided into three categories (Light, Medium and Heavy)
  • All weapon rate of fire upgrades have now a consistent increase. For example:
    • Old v0.2 Machinegun ROF upgrade sequence: 100 > 111 > 125 > 142 > 166 > 200 > 250
    • New v0.3 Machinegun ROF upgrade sequence: 100 > 125> 150 > 175 > 200 > 225 > 250
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Re: Version 0.3a released!

Post by Iluvalar »

Black Project wrote:Happy new year!

Features:
  • All weapons have maximum accuracy.
  • Fixed vehicle bodies not being divided into three categories (Light, Medium and Heavy)
[/list]
This is contradictory.

You're only realistic balance stat is ROF now. You will struggle only to maintain distinct flavor to all the weapons. ie. The balance will tend toward slowing the machine guns and accelerating the cannons to a point it will become ridiculously close.

To cheat it even slightly you will have to reactivily balance trough damage. By opposition to proactively having the control of the damage to serve an armor layer. You wont be able to both make distincts sets of armor level for the bodies and balance the weapons without accuracy.

Now if you can't set distinct armor level for distinct body size, there will be no outside incentive at all in the choice of the body required for a given set of weapon. Players will always favor the best dmg/hp/$ ratio for the weapons they are researching. The best you'll able to achieve is to distribute the weapons in between the different body weight. ie. light=mg, medium=cannon, heavy=rocket. And there would be no reason to change from this at all. As a reminder, there is an high risk of causing situations where the body research advantage could beat the weapon modifier advantage. In other words situations in which a player would favor staying with medium+cannon instead of going for medium+mg or downgrade to light+mg to fight cyborgs.

At this point, you'd better give the bodies inside the research tree. But then... why even caring about new bodies...

I hope you understand all this. I'm open to answer questions...
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