Enhanced Balance Mod for 3.x

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WZ2100ModsFAn
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Joined: 15 Apr 2018, 17:25
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Re: Enhanced Balance Mod for 3.x

Post by WZ2100ModsFAn » 01 Oct 2019, 23:24

I've been having memory issues on windows 10 too.
Steps to reproduce.
add the same weapon over and over again. Like a 100 MGs then change them to a different name each and finally play WZ and you can reproduce this issue.

Code: Select all

    "MG1Mk1": {
        "buildPoints": 50,
        "buildPower": 10,
        "damage": 10,
        "designable": 1,
        "effectSize": 100,
        "facePlayer": 1,
        "firePause": 5,
        "flags": "ShootAir",
        "flightGfx": "FXTracer.PIE",
        "flightSpeed": 1500,
        "hitGfx": "FXMETHIT.PIE",
        "hitpoints": 75,
        "id": "MG1Mk1",
        "longRange": 768,
        "longHit": 50,
        "maxElevation": 90,
        "minElevation": -60,
        "minimumDamage": 33,
        "missGfx": "FXDIRTsp.PIE",
        "model": "GNLMG1.PIE",
        "mountModel": "TRLMG1.PIE",
        "movement": "DIRECT",
        "muzzleGfx": "FXLMgun.PIE",
        "name": "Machinegun",
        "numExplosions": 1,
        "recoilValue": 20,
        "rotate": 180,
        "shortHit": 75,
        "shortRange": 512,
        "waterGfx": "FXSSplsh.PIE",
        "weaponClass": "KINETIC",
        "weaponEffect": "ANTI PERSONNEL",
        "weaponSubClass": "MACHINE GUN",
        "weaponWav": "mgbar2.ogg",
        "weight": 200
    },
By adding so many MG stats I can reproduce this issue on 10.
You can test the MGstats file below to see the memory crash on windows.
This adds 200 Machine gun copies.
Shift + Backspace
Enter "give all" Enter
Then scroll through all the machine guns.
This is just a test not a mod.
I tested this on 10 players with T3.
After i scrolled through all of them when i quit the game it crashes.
No error message it just closes.
GPLv2 licensed Just in case.
It uses regular WZ as base from MP in 3.3.0
Attachments
MGstats.wz
Test with 200 Machine gun copies added.
(12.12 KiB) Downloaded 11 times
I use Ubuntu GamePack By UALinux for gaming. Best Ubuntu Distro for Warzone :D

Gooberfish
New user
Posts: 2
Joined: 24 Jun 2019, 05:22

Re: Enhanced Balance Mod for 3.x

Post by Gooberfish » 02 Oct 2019, 02:59

Thanks for your reply - I'll fire up my linux box and try it there.

LezzoMazonn
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Posts: 9
Joined: 18 May 2019, 18:55

Re: Enhanced Balance Mod for 3.x

Post by LezzoMazonn » 09 Oct 2019, 15:25

4 player map " Boxed " is broken, you can't even build oil derricks because scavs start bombarding you with mortars
AI on easy doesn't rebuild after he has been destroyed by scavs early game, my ally isn't making trucks after i cleaned his base from the scavs, he keeps building tanks and sending them in the enemy bases.

Also i think i did something wrong, is it intended to have basically double buildings and weapons/bodies?

Another thing is: the early sensor research is a bit painful, scavenger WILL attack after basically one minute ingame and you can't see and shoot them because of this weird research. Doesn't make much sense to me that you can't see over 2 tiles of distance, you have big tanks with guns and can't see over a rock?

MIH-XTC
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Posts: 359
Joined: 31 Jan 2014, 07:06

Re: Enhanced Balance Mod for 3.x

Post by MIH-XTC » 26 Oct 2019, 16:49

LezzoMazonn wrote:
09 Oct 2019, 15:25
4 player map " Boxed " is broken, you can't even build oil derricks because scavs start bombarding you with mortars
That’s because there are mortar upgrades that increase range but this is probably a problem with the map if mortars are that close to a base. It’d only take a couple of minutes to modify the map to move the mortars.
LezzoMazonn wrote:
09 Oct 2019, 15:25
AI on easy doesn't rebuild after he has been destroyed by scavs early game, my ally isn't making trucks after i cleaned his base from the scavs, he keeps building tanks and sending them in the enemy bases.
Yea, there are a lot of situations in which AI can be improved. I didn’t modify the AI’s except to modify the initial base building sequence in Nullbot but later found it broke some other edge cases and it’s best to just abandon any AI changes that I made.
LezzoMazonn wrote:
09 Oct 2019, 15:25
Also i think i did something wrong, is it intended to have basically double buildings and weapons/bodies?
Yea pretty much double the bodies. It’s the best trade-off I could come up with to introduce new graphical body models while maintaining the originals. Some people favor introducing new models but then others want to preserve the original game so I thought it would be best to have both coincide together and just prefix the new models with NASDA. It’s supposed to be the idea that there is more than one vendor/maker of military equipment. Most importantly it expands the number of strategies allowed in the game which is the ultimate goal.
LezzoMazonn wrote:
09 Oct 2019, 15:25
Another thing is: the early sensor research is a bit painful, scavenger WILL attack after basically one minute ingame and you can't see and shoot them because of this weird research. Doesn't make much sense to me that you can't see over 2 tiles of distance, you have big tanks with guns and can't see over a rock?
Yea I agree now that you mention it. The initial sensor range should be the exact same as scavs but not less. I basically made all games (campaign and mp/skirmish) start off with a sensor upgrade of -55 and then made the sensor turret give an upgrade of +55. The whole purpose is to make the sensor upgrade valuable in the beginning of the tech tree relative to the engine and truck upgrades. As it stands now, the sensor turret is hardly used and is not valuable as a research objective other than to get the research module. I think it would be better to give the sensor turret significantly more range to make it powerful but then also significantly increase the build time and cost so that they’re hard to accumulate. Sensor equipment in real life is costly and time consuming relative to simple weapons so that’s my logic.

I’m not going to make anymore adjustments to this mod though; improving the stats is a never ending story and the mod is just proof of concept for how to improve the base game, not a mod.

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