Rebalance 0.5.2
Rebalance 0.5.2
Nothing really all that new with this release. The main thing is that I fixed it to be compatible with 2.2.
http://guide.wz2100.net/files/rebalance_0.5.2.wz
For those of you still running 2.1 who want to download Rebalance Mod, here it is. This mod is binary-compatible with Rebalance 0.5.1 on 2.1.3 (i.e. you can play any Rebalance 0.5.x version with each other with no problems).
For those of you running 2.2, here's a mod that will do nothing but add multi turrets.
This will be the last release of Rebalance Mod to be guarantee compatibility with 2.1. Future 0.6.x versions will be trunk/2.2-branch only.
http://guide.wz2100.net/files/rebalance_0.5.2.wz
For those of you still running 2.1 who want to download Rebalance Mod, here it is. This mod is binary-compatible with Rebalance 0.5.1 on 2.1.3 (i.e. you can play any Rebalance 0.5.x version with each other with no problems).
For those of you running 2.2, here's a mod that will do nothing but add multi turrets.
This will be the last release of Rebalance Mod to be guarantee compatibility with 2.1. Future 0.6.x versions will be trunk/2.2-branch only.
Re: Rebalance 0.5.2
One word: WOOT!Zarel wrote: For those of you running 2.2, here's a mod that will do nothing but add multi turrets.
- Firechkn34
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Re: Rebalance 0.5.2
Are you sure? I've tested it, and it works.
Remember, this is a multiplayer/skirmish mod; it doesn't work with campaign.
Remember, this is a multiplayer/skirmish mod; it doesn't work with campaign.
- whippersnapper
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Re: Rebalance 0.5.2
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Not sure yet if I screwed-up some how but last night I observed 3 Pulse Laser Hard-Points shoot for an eternity, it seemed, at 1 hardened sensor Tower. That Tower must have taken a 100 hits before it went kaput. Thing is I have not touched any weap or struct modifiers.... weird.
Regards, whip
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Not sure yet if I screwed-up some how but last night I observed 3 Pulse Laser Hard-Points shoot for an eternity, it seemed, at 1 hardened sensor Tower. That Tower must have taken a 100 hits before it went kaput. Thing is I have not touched any weap or struct modifiers.... weird.
Regards, whip
.
- Firechkn34
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Re: Rebalance 0.5.2
i tried it with skirmish. as soon as i hit the little square button it crashed.
Dies Irae: Day of Wrath
Re: Rebalance 0.5.2
Sounds about right. AP weapons are really weak against hard structures, especially if you don't have many upgrades, and your enemies have tons of wall upgrades.whippersnapper wrote:Not sure yet if I screwed-up some how but last night I observed 3 Pulse Laser Hard-Points shoot for an eternity, it seemed, at 1 hardened sensor Tower. That Tower must have taken a 100 hits before it went kaput. Thing is I have not touched any weap or struct modifiers.... weird.
I guess I could make them stronger, but it doesn't make much sense for machineguns and lasers to do much damage to a solid concrete wall.
Are you sure you're using the right version?Firechkn34 wrote:i tried it with skirmish. as soon as i hit the little square button it crashed.
- whippersnapper
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Re: Rebalance 0.5.2
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Hmm...must have that "Star Wars" Laser Death Star on the brain - you know, destroy a whole planet. 'Course Lockhead Martin did take out a patent on just such tech in 2007 and current battlefield laser weaps are in excess of 100 kilowatts.
But I do understand your point about AP in the context of the "normal" WZ game. Then there is that sad fact you cannot really control your struct weap fire as in a command screen so as not to waste firepower on a useless hardened sensor tower when being swarmed by borgs and tanks. That pretty lame all the way around for "normal" WZ game play unless stupid is enfolded into a desirable "norm" by the usual consensus apparatus. Ahh... I'm starting to ramble again..
Regards, whip
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Hmm...must have that "Star Wars" Laser Death Star on the brain - you know, destroy a whole planet. 'Course Lockhead Martin did take out a patent on just such tech in 2007 and current battlefield laser weaps are in excess of 100 kilowatts.
But I do understand your point about AP in the context of the "normal" WZ game. Then there is that sad fact you cannot really control your struct weap fire as in a command screen so as not to waste firepower on a useless hardened sensor tower when being swarmed by borgs and tanks. That pretty lame all the way around for "normal" WZ game play unless stupid is enfolded into a desirable "norm" by the usual consensus apparatus. Ahh... I'm starting to ramble again..
Regards, whip
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Last edited by whippersnapper on 24 Jul 2009, 00:35, edited 1 time in total.
- Firechkn34
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Re: Rebalance 0.5.2
right version of what?Zarel wrote:Are you sure you're using the right version?
I am using 2.2.1 version of warzone and what ever version of rebalance is in this post.
Dies Irae: Day of Wrath
Re: Rebalance 0.5.2
Well, we do have nearly a laser death star - it's called the LasSat, and it's pretty good against walls - and everything else, for that matter.whippersnapper wrote:Hmm...must have that "Star Wars" Laser Death Star on the brain - you know, destroy a whole planet. 'Course Lockhead Martin did take out a patent on just such tech in 2007 and current battlefield laser weaps are in excess of 100 kilowatts.
But I do understand your point about AP in the context of normal WZ the game.
Seems to me that smaller lasers would be good enough to melt metals in cyborgs and tanks, but concrete walls would be a good deal less meltable.
Hmm? Weird. Can you tell me the exact command line and/or shortcut you're using to launch Warzone with this mod?Firechkn34 wrote:right version of what?
I am using 2.2.1 version of warzone and what ever version of rebalance is in this post.
- whippersnapper
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Re: Rebalance 0.5.2
whippersnapper wrote:Hmm...must have that "Star Wars" Laser Death Star on the brain - you know, destroy a whole planet. 'Course Lockhead Martin did take out a patent on just such tech in 2007 and current battlefield laser weaps are in excess of 100 kilowatts.
But I do understand your point about AP in the context of normal WZ the game.
Right you are - for all that it comes into game play in any substantive way..Zarel wrote:Well, we do have nearly a laser death star - it's called the LasSat, and it's pretty good against walls - and everything else, for that matter.
Yep again. 'Cept with a battlefield laser I wouldnot target the base struct made of crete a 100 times... I'd be targeting the turret made of metal - odds are much greater for success. 'Course we are speaking a game & one of its limits which is why I favor "the best defense is an offensive" - and mobility with velocity over entrenched immobility.Seems to me that smaller lasers would be good enough to melt metals in cyborgs and tanks, but concrete walls would be a good deal less meltable.
Regards, whip
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- Firechkn34
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Re: Rebalance 0.5.2
i am using the mod manager thing-a-magigZarel wrote:Hmm? Weird. Can you tell me the exact command line and/or shortcut you're using to launch Warzone with this mod?
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Re: Rebalance 0.5.2
Are you using it with any other mods? It's incompatible with NTW (and most other non-AI mods, for that matter).Firechkn34 wrote:i am using the mod manager thing-a-magig
- Firechkn34
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Re: Rebalance 0.5.2
yes i am. i am also using the new Power Generator mod and the Gate mod. so is that the problem then?
Dies Irae: Day of Wrath
Re: Rebalance 0.5.2
Yeah, it is.