[mod]Next Research System (NRS) 2.3.9
Re: [mod]Next Research System (NRS)
hmmm, i can't reproduce that here right now... Can someone else try please ?
TheBurlak20 : 8c-concrete is a low oil map and you load the high oil mod (NTW). Is that intentionnal ? The result will be exceedingly high research cost, and probably longer games than necessary.
TheBurlak20 : 8c-concrete is a low oil map and you load the high oil mod (NTW). Is that intentionnal ? The result will be exceedingly high research cost, and probably longer games than necessary.
Heretic 2.3 improver and proud of it.
Re: [mod]Next Research System (NRS)
This shouldn't be run as a mod. This is a map that has to be installed as a map.TheBurlak20 wrote:Warzone 2100\mods\multiplay
"E:\Gry\Warzone 2100\warzone2100.exe" --mod_mp 8c-NTW_NRSpV111.wz
Game in version 2.3.8
I have no idea what happens when a map is run as a mod, but last time i tried, it failed.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: [mod]Next Research System (NRS)
Oh yeah... now that i recall it...
Extract the mod in the same folder, in a folder name exactly "8c-NTW_NRSpV111"
and then, you should be able to load your save.
2 NoQ :
Try harder .
Extract the mod in the same folder, in a folder name exactly "8c-NTW_NRSpV111"
and then, you should be able to load your save.
2 NoQ :
Try harder .
Heretic 2.3 improver and proud of it.
Re: [mod]Next Research System (NRS)
NRSpV112
*Critical bug fix : modern bank from V111 were simply evil. I was considering it sometime as 1/2 bank + 1/2 park, and sometime as 1 bank + 1/2 park and always in the advantage of the builder. So please, do not play or spread V111 it's bugged
*AI stronger
**Use banks again.
**Will rush less, but spend more in research. Which will make them more competitive on long term.
*Critical bug fix : modern bank from V111 were simply evil. I was considering it sometime as 1/2 bank + 1/2 park, and sometime as 1 bank + 1/2 park and always in the advantage of the builder. So please, do not play or spread V111 it's bugged
*AI stronger
**Use banks again.
**Will rush less, but spend more in research. Which will make them more competitive on long term.
Heretic 2.3 improver and proud of it.
- TheBurlak20
- Rookie
- Posts: 19
- Joined: 22 Jan 2009, 01:45
- Location: Poland
Re: [mod]Next Research System (NRS)
I must play your mod whit NTW, and what i must to do now when i unpacked NRS?
My English sucks...
Re: [mod]Next Research System (NRS)
now that it is in a folder, you can load that mod :
"E:\Gry\Warzone 2100\warzone2100.exe" --mod_mp 8c-NTW_NRSpV111
(without .wz) and the saved game should work i think.
"E:\Gry\Warzone 2100\warzone2100.exe" --mod_mp 8c-NTW_NRSpV111
(without .wz) and the saved game should work i think.
Heretic 2.3 improver and proud of it.
- TheBurlak20
- Rookie
- Posts: 19
- Joined: 22 Jan 2009, 01:45
- Location: Poland
Re: [mod]Next Research System (NRS)
Thanks, everything works fine. But in later game there is a problem, after researching all possible researches, many weapons were pushed out from the list. Can you add more tabs for all weapons in constructor.
Can you add new version of the mod?
Can you add new version of the mod?
My English sucks...
Re: [mod]Next Research System (NRS)
No.Can you add more tabs for all weapons in constructor.
This is the problem on code side, not in moddable data. It was fixed in 3.1, but won't be fixed in 2.3.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
- TheBurlak20
- Rookie
- Posts: 19
- Joined: 22 Jan 2009, 01:45
- Location: Poland
Re: [mod]Next Research System (NRS)
Are there any chances to make this mod for version 3.1?
My English sucks...
Re: [mod]Next Research System (NRS)
Where there's a will, there's a way.TheBurlak20 wrote:Are there any chances to make this mod for version 3.1?
Re: [mod]Next Research System (NRS)
I'll be happy to ask you for a little help, once i will be able to end my games in beta and i'll get some minimal help to understand what is going on.Cyp wrote:Where there's a will, there's a way.TheBurlak20 wrote:Are there any chances to make this mod for version 3.1?
Heretic 2.3 improver and proud of it.
- TheBurlak20
- Rookie
- Posts: 19
- Joined: 22 Jan 2009, 01:45
- Location: Poland
Re: [mod]Next Research System (NRS)
Testing the new version? Why not. How can I help you?
My English sucks...
Re: [mod]Next Research System (NRS)
No i will need some developers help once i'll move to 3.1 .
Heretic 2.3 improver and proud of it.
Re: [mod]Next Research System (NRS)
NRSpV113
*Ai cheat a little by using debt2 mechanism all the time. The AI is just very bad at managing the greenbar and it need some help...
*Prestige reduced. When i did the mirror between interest and research, I used a linear approach. Since interest rate is quadratic, the prestige was far stronger than research (and anything else).
Big changes
*Armor layer fixed ! It required the armor to be extremely boosted.
**A "medium" damaging weapon will have half it damage cut by a heavy body. Which make them the best choice.
**However, if the weapons become "brutal", even the best armor will be a useless attempt. Opting for low armor (light bodies) will be the best choice.
**"Soft" weapons, on the other hand, will cap the 33% minimal damage on heavy bodies, so the extra armor will be useless. Thefore a medium body will work best.
*You can now choose your body size according to the enemy weapon line. Much more like we chose our propulsion.
*The propulsion price, is greatly scaled up. Wheel: 150=> 100%. Tracks 200=>300%.
*The will have a big dynamic between your weapon and the kind of body and propulsion you can afford.
**For exemple, cannon are medium priced. The natural fit will be a medium body with htracks. Using wheels or track will throw your symbiose a bit out with the body but will still be possible. You could also chose a light body on track or a heavy body on wheel.
*Lot of change has been made in the tech tree, so in each "tech level", you have :
*1 "anti tank"(t), 1 anti-borg(c), 1 other weapon(o).
*1 soft (s), 1 medium (m), 1 brutal(b) weapon.
*1 cheap(-), 1 medium (x) and 1 expensive(+) weapon.
*each are mixed as much as possible.
T0 : mg (cs-), cannon(tmx), mra(ob+)
T1 : flamer (cmx), rox (tb+), AA(os-), bomb(0bx)
T2 : laser (cb+), quark (ts-), mortar (omx)
T3 : emp (cmx), gauss (tx+), bb (om-)
Many changes were required to achieve that exactly.
say w=weapon, B=body, P=propulsion . 1 is you and 2 is the enemy we have
W1 <=> P2 (like usual, your weapon affect the enemy propulsion and vice-versa)
W1 <=> B2 (now armor choice)
W1 <=> P1+B1 (spend a fair amount into HP to make a "square" unit)
Now the cycle is completed, W1 <=> P1+B1 <=> W2 <=> P2+B2 <=> W1 ...
I'm not sure what is the conclusion yet... I might come back to explain deeper consequences of that when i'll find it ^^. But for now, one thing is sure : the rock-paper-scissor dynamic is now one step deeper in meaning.
*Ai cheat a little by using debt2 mechanism all the time. The AI is just very bad at managing the greenbar and it need some help...
*Prestige reduced. When i did the mirror between interest and research, I used a linear approach. Since interest rate is quadratic, the prestige was far stronger than research (and anything else).
Big changes
*Armor layer fixed ! It required the armor to be extremely boosted.
**A "medium" damaging weapon will have half it damage cut by a heavy body. Which make them the best choice.
**However, if the weapons become "brutal", even the best armor will be a useless attempt. Opting for low armor (light bodies) will be the best choice.
**"Soft" weapons, on the other hand, will cap the 33% minimal damage on heavy bodies, so the extra armor will be useless. Thefore a medium body will work best.
*You can now choose your body size according to the enemy weapon line. Much more like we chose our propulsion.
*The propulsion price, is greatly scaled up. Wheel: 150=> 100%. Tracks 200=>300%.
*The will have a big dynamic between your weapon and the kind of body and propulsion you can afford.
**For exemple, cannon are medium priced. The natural fit will be a medium body with htracks. Using wheels or track will throw your symbiose a bit out with the body but will still be possible. You could also chose a light body on track or a heavy body on wheel.
*Lot of change has been made in the tech tree, so in each "tech level", you have :
*1 "anti tank"(t), 1 anti-borg(c), 1 other weapon(o).
*1 soft (s), 1 medium (m), 1 brutal(b) weapon.
*1 cheap(-), 1 medium (x) and 1 expensive(+) weapon.
*each are mixed as much as possible.
T0 : mg (cs-), cannon(tmx), mra(ob+)
T1 : flamer (cmx), rox (tb+), AA(os-), bomb(0bx)
T2 : laser (cb+), quark (ts-), mortar (omx)
T3 : emp (cmx), gauss (tx+), bb (om-)
Many changes were required to achieve that exactly.
say w=weapon, B=body, P=propulsion . 1 is you and 2 is the enemy we have
W1 <=> P2 (like usual, your weapon affect the enemy propulsion and vice-versa)
W1 <=> B2 (now armor choice)
W1 <=> P1+B1 (spend a fair amount into HP to make a "square" unit)
Now the cycle is completed, W1 <=> P1+B1 <=> W2 <=> P2+B2 <=> W1 ...
I'm not sure what is the conclusion yet... I might come back to explain deeper consequences of that when i'll find it ^^. But for now, one thing is sure : the rock-paper-scissor dynamic is now one step deeper in meaning.
Heretic 2.3 improver and proud of it.
Re: [mod]Next Research System (NRS)
You made the heavy bodies stronger because of my super-strong viper vtols
And i can never understand what you mean whit prestige being better than researching.
And i can never understand what you mean whit prestige being better than researching.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501