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Re: Enhanced Balance Mod for 3.x

Posted: 01 Aug 2019, 01:06
by Berserk Cyborg
You'll want to incorporate fdebdf51fba6fe8e0286bb9c8ef534fb629589b9 since otherwise the crane on Alpha 1 will keep triggering the first trigger area within a few seconds. Another thing I saw is those super stabilized mortar structures (like those on Beta 1) have their projectile fired/spawned in front of the muzzle by maybe two tiles.

Re: Enhanced Balance Mod for 3.x

Posted: 01 Aug 2019, 22:31
by MIH-XTC
gotcha,

I also just noticed the video sequence for cam3-4 actually includes the star arrangement of research centers that I deleted. I'll undo that...

I have an idea to extend cam3-4 and make it into a master level.

Since the video scenes for cam3-4 only focus on the upper right and lower left corners of the map, I can cut and paste them into the 9 player map Windfury that is 245x245 with Rocky tileset that has very natural looking features.

I think I'm going to insert parts of cam3-4 into Windfury and make Windfury the last map.

Re: Enhanced Balance Mod for 3.x

Posted: 03 Aug 2019, 02:40
by MIH-XTC
done,

I replaced the cam3-4 map with Windfury and mashed them together. Now cam3-4 is way harder and longer. I set reinforcements to 30 seconds.

https://github.com/jbreija/Warzone2100E ... d61c1c82b3

I haven't tested the win conditions and the labels should be good enough.

On a side note, I'm done with this mod. I have to go in real life, back to work. I had some time off where I could work all day on this but I don't have time anymore and this is a good place to stop. I'm going back to dormancy for several months++.

Re: Enhanced Balance Mod for 3.x

Posted: 09 Aug 2019, 04:47
by Berserk Cyborg
I might maintain this for some time. If anyone finds any bugs then report them here or at my fork. MIH-XTC's latest mod doesn't include the file changes for skirmish rules and Nullbot and I already made a few improvements so I'd recommend using my version of the mod found on my fork.

Re: Enhanced Balance Mod for 3.x

Posted: 09 Aug 2019, 16:55
by MIH-XTC
Berserk Cyborg wrote:
09 Aug 2019, 04:47
I might maintain this for some time. If anyone finds any bugs then report them here or at my fork. MIH-XTC's latest mod doesn't include the file changes for skirmish rules and Nullbot and I already made a few improvements so I'd recommend using my version of the mod found on my fork.
Thank you very much. I would like to pass the torch to someone else and not have to be the maintainer of an attempt to improve WZ. Feel free to change or refactor anything. Keeping in sync with master is too much. EB is also a silly name lol, call it whatever you want. Expansion pack is probably more sensible.

Re: Enhanced Balance Mod for 3.x

Posted: 12 Aug 2019, 02:07
by MIH-XTC
The AA Flak Cannon (AAGun2Mk1) "flags" attribute needs to be set ShootAir --> AirOnly. I'm not sure how/when I screwed that up but that needs fixing or else will significantly impact balance. Posting here is easier for me than dealing with Git; if you could make that fix please, thank you.

Re: Enhanced Balance Mod for 3.x

Posted: 12 Aug 2019, 02:49
by MIH-XTC
I just had a revelation regarding AI and stat balancing.

For a few years I've been wanting to make a neural network that plays WZ. I'm trying to get a machine learning job in real life and I've always thought WZ would be a good demo project to show a neural network beating a game. However, it's lame to train a convolutional neural network to play a video game because it's just learning the graphics or pixels of the game (Computer Vision). That's how Google's DeepMind AI plays Starcraft and it's not really useful or practical for WZ experience.

But... I just realized a neural network can be used as a tool to auto-balance the stats.

Some hypothetical input layer neurons would be:

(INPUT DATA)
Arty on/off
VTOL's on/off
Starting base (full/half)
# of allies
# of players
Starting tech
Map Name
# of oils in starting base
# of starting derricks
# of oils on my half of the map Minimum
# of tiles needed to reach furthest oil outside of base on my half of map
# of tiles between starting truck and opponent starting truck

The output layer neurons are:

(OUTPUT DATA)
research objectives
droid templates

The neural network would learn which research objectives and droid template combinations are optimal based on the input data. After winning so many games and learning which combinations are best, the output data can be used to identify what stats are overpowered and need tweaking. The neural network can be used as a stats balancer tool instead of an AI that plays to win. Hmmmmmm. Maybe I can make a Neural Nexus that plays WZ with Tensorflow.

Re: Enhanced Balance Mod for 3.x

Posted: 12 Aug 2019, 10:57
by Berg
You would have to play many games with many tactics to have a proof of concept then you would have to play the prescribe changes one by one you know well that mass changes develope into bad balance for some tactics and good for others hence making one method better then others.
Then they will be screaming again one weapon is over powered and be back to square one.
Rock paper scissors is the desired outcome and with so many weapons to choose from that's gonna be hard.
I don't fancy that challenge. Good luck

Re: Enhanced Balance Mod for 3.x

Posted: 12 Aug 2019, 21:15
by Berserk Cyborg
MIH-XTC wrote:
12 Aug 2019, 02:07
The AA Flak Cannon (AAGun2Mk1) "flags" attribute needs to be set ShootAir --> AirOnly. I'm not sure how/when I screwed that up but that needs fixing or else will significantly impact balance. Posting here is easier for me than dealing with Git; if you could make that fix please, thank you.
Fixed. At the moment I'm cleaning up the ultimate scavenger script and will then take a better look at filling out mission AI tech arrays.

Re: Enhanced Balance Mod for 3.x

Posted: 15 Aug 2019, 07:04
by caocau
Thank you all for this great mod. Funny with new type playing in campaign. I found no problem with alpha campaign.

I have problem with playing skirmish with this mod with master version: Game crash after memory usage more than 1GB. Can you advice any solution?

With 3.3.0 beta, some of research (eg.: power module) do not appear to research/build in skirmish (with EB mod). But no crash because of memory usage less than 1GB.

Re: Enhanced Balance Mod for 3.x

Posted: 15 Aug 2019, 07:06
by caocau
Need approved to post?

Re: Enhanced Balance Mod for 3.x

Posted: 15 Aug 2019, 20:13
by WZ2100ModsFAn
caocau wrote:
15 Aug 2019, 07:06
Need approved to post?
This has to stay because of something that happened earlier in the forums.
viewtopic.php?f=2&p=145306#p145306
It's always been here to prevent spam especially from bots.