"ONE MORE TIME" campaign mod for 3.2.3. UPDATED 28.05.2017

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wz2100ismyporn
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Joined: 25 May 2017, 10:24

"ONE MORE TIME" campaign mod for 3.2.3. UPDATED 28.05.2017

Post by wz2100ismyporn »

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OMT 1.2 UPDATED 28.05.2017
1.1 patch notes
1.2 patch notes
OMT1.2.wz
(19.13 KiB) Downloaded 331 times
Install instructions:
To install a mod, put this file into this folder: Warzone/mods/autoload
To use this mod with others, put all mod files in one .wz archieve, otherwise you wont be able to load games
You can't load a save game if mod's name is changed, rename the updated mod file to the state it was when you saved the game (if you started to play with "OMT1.0 campaign mod 3.2.3" and than updated to "OMT1.1", rename it to "OMT1.0 campaign mod 3.2.3" or start a new campaign)

INTRODUCTION

Mod is made for "small squads/high ranks/zero loses" playstyle on Hard difficulty, keep that in mind when reading thru changes!
Impressions:
I almost finished New Paradigm campaign and it was pretty fun. Usually i roleplay small squads of 4-5 tanks and get to 10 tanks at later missions, generally 4 main force anti-tank units, 2 repairers, 4 special task units (anti-personnel/anti-air/artyllery/anti-structure). The goal is to get them thru all campaign with 0 loses.
First few missions were much more challenging than vanilla, game forces you to use flamethrowers and hit&run tactics. If you dont, you will struggle. You can't go only MGs or only Flamers, you forced to switch squads.
Also game forces you to use different type of weapons in squad in further missions. If you go full anti tank squad, you will struggle... go full anti personnel and you will get war from New Paradigms cannon tanks. Also you have to take some anti structure/bunker units or you will struggle against defences.
Overall i like the mod, pretty much waht i wanted. You should try too :D

GENERAL DESCRIPTION

All changes focused on:
- make upgrades progression more dynamic (Considering that enemies share these stats and always have higher tech, i hope it wont make game easier).
- remake totally useless or overpowered weapons (It's not a way to ballance something, it's just something fresh) .
- Make campaign a little harder in a smart way.

Weapon accuracies mostly untouched, because most unaccurate weapons have close to 100% hit chance at Elite/Special/Hero ranks, and it gives subtle but huge increase in damage.

All low range weapons got their ranges slightly buffed, and long range wepons got their ranges nerfed. Dirrect and few indirrect weapon ranges now vary from 9 to 13 tiles (7-8 for flamers). Unit sensors edited to match new ranges. Vanilla ranges are 6 to 16 tiles(3 for flamers).

All artillery remade, biggest changes are made to rockets and missiles. Every big change is explained.
Artillery now have 4 types of range:
- 10-13 tiles range (early to late game higly mobile arty units)
- 20 tiles range (early and late game deffense and mobile offense arty),
- 40 tiles range (late game deffense and mobile offense arty),
- 80 tiles range (ultimate stationary offense arty)

Anti-Air guns untouched so far. They are OP, sudgest something if you wish.

Scavengers got some big buffs to compete with us, and hell they do in first few missions :o

DETAILED DESCRIPTION
Always updated to latest version
I'll start with simple things.

SENSORS:

Increased range of sensor turret from 12 to 14 tiles (vanilla sensor unit had lesser spotting range than some dirrect fire weapons, this is just wrong).

REPAIR TURRET

Increased repair rate from 15hp/0.7sec to 30hp/0.5 sec, makes it a bit powerful early game, but more usable lategame.
I want to increase repair range from 2 to 5 tiles due to pathfinding issues, but I can't figure out how. Help me out here! :stressed:

NEXUS LINK
Range - 9 to 13

POWER
PowerModifier reduced from 90 to 70 on Hard difficulty

BODIES

Every newly researched body now has slightly more hp and armor than the old one (now New Paradigme's bodies CAN'T be ignored).
All bodies now have equaled kinetic and heat armors.

LIGHT
Viper: HP - 65 to 70, armor - 10/4 to 10
Bug: HP - 65 to 80, armor - 8/8 to 13
Leopard: HP - 85 to 90, armor - 12/6 to 16
Retaliation: HP - 100 to 100, armor - 20/15 to 20

MEDIUM
Cobra: HP - 130, armor - 15/6 to 15
Scorpion: HP - 130, armor - 12/12 to 18
Panther: HP - 145, armor - 18/9 to 21
Retribution: HP - 200, armor - 24/20 to 25

HEAVY
Python: HP - 200 to190, armor - 20/9 to 22
Mantis: HP - 200 to 200, armor - 18/18 to 24
Tiger: HP - 225 to 220, armor - 22/15 to 26
Vengeance: HP - 300 to 250, armor - 28/25 to 30

COMMANDERS:

Removed assigned droids limit.
Only one Commander can be constructed.
Damage - KINETIC to HEAT, 4 to 8, bonuses from ENERGY weapon upgrades
Need help with this:
Make it possible to use group hotkeys on assigned to Commander units, like it works with sensors.
Once i assigned Hotkeyed group to Commander, that Hotkey is erased. It makes it impossible to quickly manage and reassign groups on the battlefield.
As long as this issue exists, Commander Unit can be easily deleted from the game, nobody will miss him.

MACHINEGUNS.

MGs are fine to me, nothing big here.
All MGs now have 9 tiles range like an Assault Gun. Bullet flights speeds increased from 1000 to 1300.

Machinegun:
Only range is changed.

Twin Machinegun:
Damage - 14 to 15

Heavy Machinegun:
Damage - 18 to 21

Assault Gun:
Damage - 22 to 24

All these changes make MGs damage progression with every upgrade more dinamic, DPM (Damage Per Minute) from 1200>1400>1530>3300 to 1200>1500>1785>3600
(Also these changes make more money for Scavengers Funeral Bureau)

CANNONS.

All Cannons now have 10 tiles range.
Vanilla cannons are very nice guns, I like their style. It feels like they are rly powerfull... but when you try other guns, you can see that cannons are outperformed by almost any of them. So these big guys recieved some buffs, HPV and Assault cannons buffed a lot.

Light Cannon:
Damage - 30 to 35
ROF (Shots per minute) - 15 (unchanged)

Medium Cannon:
Damage - 45 to 50
ROF - 13 to 15

Heavy Cannon:
Damage - 70 (unchanged)
ROF - 12 to 15

HPV Cannon (Used to have highest range of all cannons, now has highest damage per shot due to hyper velocity projectile):
Damage - 55 to 90
ROF - 13 to 15
Projectile flight speed - 1000 to 2000

Assault Cannon (Same DPM as HPV Cannon, Same HP as Heavy cannon, but twice faster reload time than all other cannons):
Damage - 28 to 45
ROF - 30 (unchanged)

Cannons DPM progression - from 450>585>840>715>840 to 525>750>1050>1350>1350

FLAMERS.

Vanilla Flamers was a joke, now they are not.
All Flamers (e.g., new weapon Napalm Rocket Launcher) got slight damage increase to HARD targets (e.g., Herdened Towers, Emplacements, etc.).
Flamers still outranged by any weapon, but they will smoke your ass if you get caught!

Flamer:
Renamed to Extremist Flamethrower
Can shoot on the move
Damage - 30 to 50
Periodical damage - 15/s to 40/s for 6 seconds
Radius - from 1/4 of a tile to 3/4 of a tile
ROF - 5 to 6
Range - 3 to 7
DPM ~ 1740

Inferno:
Renamed to Rebel Flamethrower
Can shoot on the move
Damage - 50 to 100
Periodical damage - 20/s to 60/s for 6 seconds
Radius - from 3/4 of a tile to 1 tile
Range - 3 to 8
ROF - 4 to 6
DPM ~ 2640

Flamers DPM progression ~ from 600>680 to 1740>2640

MORTARS.

All mortar rangesincreas from 18 to 20

Mortar:
Untouched

Bombard:
ROF - 6 to 10

Pepperpot:
Now has same reload time as slow mortars, but shoots 3 rounds in a row with a 0.5 sec delay.
Damage - 40 to 40x3
Rof - 30 to 10

Mortars DPM progression - from 500>480>1200 to 500>800>1200

HOWITZERS

I really like these weapons, their style, their names, sounds, effects... everything.
Vanilla stats made Howitzer useless after researching Groundshaker. They had ROF 3 and 2, same DPM (450 and 500) but Groundshaker has double range. It made Groundshaker both better deffense and offense artillery.
I changet it so now Howitzer is 100% deffense artillery, and Mister Groundshaker is 100% the best long range artillery in the game. Not by improving it a lot, but by remaking other long range artillery (I'll explain this in Ripple Rockets and Archangel Missiles notes).

Howitzer (renamed to Sledgehammer):
Damage - 150 to 70
ROF - 3 to 10
Range - 40 (untouched)

Ground Shaker:
Same 2 shots per minute, but higher damage, highest range in the game. Does what is says.
Damage - 250 to 350
ROF - 2 (untouched)
Range - 78 to 80

Hellstorm:
Made this gun better version of Howitzer, high ROF/mid range deffense artillery.
Damage - 100 to 50x3 (0.5 sec delay)
ROF - 10
Range - 55 to 40

Howitzers DPM Progression - from 450>500>1500 to 700>700>1500

ROCKETS AND MISSILES.

Big changes:
- Bunker Buster complettely redone.
- Angel Missiles are now stronger analog of Mini-rocket Artillery
- Ripple and Archangel are remade to replace Mortars mid to late game.

Bunker Buster - Changed to "Napalm Rocket Launcher":
Never used this weapon, total waste of unit in my opinion.
Damage on contact - KINETIC, 100, 1 tile radius, ANTI PERSONNEL damage effect, bonuses from SLOW ROCKETS researches
Napalm field - HEAT, 50/s for 10 seconds, 3 tiles radius, FLAMERS damage effect, bonuses from FLAMES researches
ROF - 3
Range - 10
DPM ~ about 1800
Made it a little more expensive.
Rocket flies slower, it gives a feeling that some serious sh*t is coming.

Mini-Pod Rockets (renamed to Cupid Rapid Rocket Launcher):
The idea is to make every single rocket to hit harder than MG bullet, and keep the DPS somewhere between Twin MG and Heavy MG. This thing shoots rockets after all, not peanuts.
Damage - 20 to 33
Range - 7.5 to 10
ROF - 60 to 50
DPM - 1200 to 1650

Mini-Rocket Artillery (renamed to Angel Rocket Artillery):
Damage - 30x8 to 40x8
Range - 7.5 to 11
ROF - 4
DPM - 960 to 1280

Ripple Rockets (Renamed to Archangel Rocket Artilery):
Made it a mobile short range arty to replace mortars mid game.
Damage - 100x6 to 60x8 (Salvo size increased based on turret model)
Range - 86 to 20
Min range - 5 to 2
ROF - 1 to 3
Hit chance - 80 to 50
DPM - 600 to 1440

Angel Missile (Renamed to Imp Missile Launch System):
Changed mechanics to replace Mini-Rocket Artillery late game.
Damage - 200x4 to 100x6 (Salvo size reduced based on turret model)
Range - 80 to 13
Min range - 4 to 1
ROF - 2 to 4
Hit chance - 80 to 50
DPM - 1600 to 2400

Archangel Missile (Renamed to Satan Missile Launch System):
Made it a mobile short range arty to replace mortars and new Ripple rockets late game.
Damage - 250x4 to 111x6 (Salvo size increased based on turret model)
Range - 195 to 20
Min range - 5 to 2
ROF - 1.5 to 3
Hit chance - 80 to 50
DPM - 1500 to 1998

All 3 Tank Killer type missiles still do what they say.
Lancer:
Damage - 160x2 (untouched)
Range - 9 to 11
ROF - 5 unchanged
DPM - 1600

Tank Killer:
Damage - 250x2 (untouched)
Range - 9 to 12
ROF - 3.75 to 5
DPM - 1750 to 2500

Scourge Missile:
This guy had highest damage, highest range, highest burst in the game... got nerfed, but still dangerous.
Damage - 300x2 (untouched)
Range - 16 to 13
ROF - 7.5 to 5
DPM - 4800 to 3000

RAIL GUNS
Projectile flight speeds increased

Needle Gun:
Damage - 150 (untouched)
Range - 12 (untouched)
ROF - 15

Rail Gun:
Damage - 200 (untouched)
Range - 12 (untouched)
ROF - 10 to 13

Gauss Cannon:
Damage - 300 to 250
Range - 16 to 13
ROF - 7 to 12

Rail Guns DPM progression - from 2250>2000>2100 to 2250>2600>3000

LASERS

Flashlight (renamed to Light Blaster):
Damage - 100 to 150
Range - 12 (untouched)
ROF - 20 (untouched)

Pulse Laser (renamed to Heavy Blaster):
Damage - 200 to 250
Range - 16 to 13
ROF - 16 to 15

Lasers DPM progression - from 2000>3200 to 3000>3750

CYBORGS (NEXUS cyborgs including)
+50% HP
Heat and Kinetic armor now have same value (at kinetic level)
+10% damage to all weapons.
Weapon ranges: 9 to 12 tiles.
Cyborg Flamer: range 3 to 5.
Reasons: all structures twice durable; new AoE anti-personel weapons in game; campaign enemy likes to build cyborgs

SCAVENGER UNITS
+30% damage
HP doubled

STRUCTURES (Scav structures including)
HP doubled
+2 armor
Reasons: structures were made of paper before, and with new weapons they fall too easy.

VTOLS
+30% flight speed bonus.
I don't know waht to do with them.
If they are untouched, they are no danger to player with AA defenses.
If I buff VTOLS to be able pass the defenses, they will melt your base.
Need your opinions on this.

Some advices would be great on:
- editing game difficulty
- editing campaign AI
Last edited by wz2100ismyporn on 29 May 2017, 08:09, edited 22 times in total.
User avatar
wz2100ismyporn
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Posts: 6
Joined: 25 May 2017, 10:24

Re: OMT 1.1 patch notes

Post by wz2100ismyporn »

OMT 1.1 patch notes

After testing out a few missions, obviosly needed changes came out.
Buffs to structures, scavs, cyborgs and flamers.

- HARD Difficulty
PowerModifier reduced from 90 to 70

- Limits
Commanders limit: 10 to 1
Now we need to figure out, how to fix group hotkey bug, and i'll make him something like a must have hero

- All structures (Scav structures including)
HP doubled
+2 armor
Reasons: structures were made of paper before, and with new weapons they fall too easy.

- Scavenger units
+30% damage
HP doubled

- VTOLS
+30% flight speed bonus.
I don't know waht to do with them.
If they are untouched, they are no danger to player with AA defenses.
If I buff VTOLS to be able pass the defenses, they will melt your base.
Need your opinions on this.

- All Cyborgs (NEXUS cyborgs including)
+50% HP
Heat and Kinetic armor now have same value (at kinetic level)
+10% damage to all weapons.
Weapon ranges: 9 to 12 tiles.
Cyborg Flamer: range 3 to 5.
Reasons: all structures twice durable; new AoE anti-personel weapons in game; campaign enemy likes to build cyborgs

- Flamer
Renamed to Extremist Flamethrower
Can shoot on the move
Damage - 40 to 50
Periodical damage - 20/s to 40/s for 6 seconds
Radius - from 1/2 of a tile to 3/4 of a tile
ROF - 5 to 6
DPM ~ 1740

- Inferno
Renamed to Rebel Flamethrower
Can shoot on the move
Damage - 74 to 100
Periodical damage - 40/s to 60/s for 6 seconds
Range - 7 to 8
ROF - 5 to 6
DPM ~ 2640

- Napalm Rocket Launcher
Napalm field - 30/s to 50/s for 10 seconds
DPM ~ 1800

- NEXUS LINK
Range - 9 to 13
Last edited by wz2100ismyporn on 28 May 2017, 13:38, edited 1 time in total.
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wz2100ismyporn
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Posts: 6
Joined: 25 May 2017, 10:24

Re: OMT 1.2 patch notes

Post by wz2100ismyporn »

Napalm Rocket Launcher:
Fixed napalm field duration from 1 to 10 seconds.

BODIES
Medium and Heavy bodies got nerfed, because start of the campaign was pretty challenging, but when you get to medium and heavy bodies, your tanks become sponges, that can roll the enemy base no matter structures take longer to be destroyed.

Medium bodies
HP back to vanilla
Cobra: HP - 130
Scorpion: HP - 130
Panther: HP - 145
Retribution: HP - 200

Heavy bodies
HP nerfed, armors nerfed (numbers are vanilla to OMT 1.2)
Python: HP - 200 to190, armor - 20/9 to 22
Mantis: HP - 200 to 200, armor - 18/18 to 24
Tiger: HP - 225 to 220, armor - 22/15 to 26
Vengeance: HP - 300 to 250, armor - 28/25 to 30
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WZ2100ModsFAn
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Posts: 371
Joined: 15 Apr 2018, 17:25
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Re: "ONE MORE TIME" campaign mod for 3.2.3. UPDATED 28.05.20

Post by WZ2100ModsFAn »

bumping from 2017

I'll Upload an updated version if it's okay to #wz2100ismyporn

INSANE
Insane is now production rate 60

power limit is decreased to 10000 for alpha
power limit is unchanged for beta
power limit is decreased to 3500 for gamma

HARD
Hard production rate is same as original

power limit is decreased down to 15000 for alpha
power limit is decreased down to 4000 for beta
power limit is decreased down to 9000 for gamma


EASY
easy production rate is same as original

power limit is 25000 for alpha
power limit is 6000 for beta
power limit is for 12000 gamma

that's pretty much it for difficulties

commander limit is also the same as original

divided commanders ranks by 2
OMT1.3.wz
New Version With Weight Balancing
(20.83 KiB) Downloaded 231 times
License: CC-BY-SA-3.0

the creator can do whatever he wants with this file since this is his mod
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