[MOD]Balance & start options/Proposals for options & balance

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NoQ
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Re: [MOD] HO Balance & options / Proposals for options & bal

Post by NoQ »

Reg312 wrote:i think you should set difficulty to "easy" in game settings :lol2:
Not funny at all :?
I hope it doesn't affect multiplayer :lol2: :oops:

Oh well you won this round (:
Cyp
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Re: [MOD] HO Balance & options / Proposals for options & bal

Post by Cyp »

NoQ wrote:
Reg312 wrote:i think you should set difficulty to "easy" in game settings :lol2:
Not funny at all :?
I hope it doesn't affect multiplayer :lol2: :oops:

Oh well you won this round (:
No. The difficulty level used to affect multiplayer power generation, though, but I fixed that.
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Re: [MOD] HO Balance & options / Proposals for options & bal

Post by NoQ »

That's nice to hear (:
We've been talking about damage bonuses. They're obviously still working in skirmish.
Reg312
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Re: [MOD] HO Balance & options / Proposals for options & bal

Post by Reg312 »

i made new 7-th version of this mod
in this version i added two new start options and adjusted some things in "balance"
also added more low oil maps with included mod

part of change log:
- new option "reveal map"
variant 1: set satellite uplink centers for 2 seconds for each player
variant 2: reveal map without time limit
- fixed conflict with iluvalar's mods and other mods which have structures.txt
if other mod was loaded first then game options get wrong names but WZ dont crash
- improve tracked propulsion (weight 650% -> 575%)
- new technology level T1_with_base (aviable from structure limit screen)
- new technology level T1.5 (aviable from structure limit screen)
- flashlight laser no more become removed when pulse laser researched

don't know what else i can do interesting in WZ
i made all that i wanted while playing WZ :)
xXSpecialsoulXx
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Re: [MOD] HO Balance & options / Proposals for options & bal

Post by xXSpecialsoulXx »

Reg312 wrote:i made new 7-th version of this mod
in this version i added two new start options and adjusted some things in "balance"
also added more low oil maps with included mod

part of change log:
- new option "reveal map"
variant 1: set satellite uplink centers for 2 seconds for each player
variant 2: reveal map without time limit
- fixed conflict with iluvalar's mods and other mods which have structures.txt
if other mod was loaded first then game options get wrong names but WZ dont crash
- improve tracked propulsion (weight 650% -> 575%)
- new technology level T1_with_base (aviable from structure limit screen)
- new technology level T1.5 (aviable from structure limit screen)
- flashlight laser no more become removed when pulse laser researched

don't know what else i can do interesting in WZ
i made all that i wanted while playing WZ :)

HOW I CAN INSTALL THE MOD IN A MAP ...?? can somebody say me ><! tnx
Reg312
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Re: [MOD] HO Balance & options / Proposals for options & bal

Post by Reg312 »

xXSpecialsoulXx wrote: HOW I CAN INSTALL THE MOD IN A MAP ...?? can somebody say me ><! tnx
iluvalar's instrucion here viewtopic.php?f=5&t=7778

i also made my own instruction below:
1) Copy map file
Example "8c-ColosseumWZ.wz" -> "8c-ColosseumWZ copy.wz"
2) Rename map file
"8c-ColosseumWZ copy.wz" -> "8c-ColosseumWZ_modname.wz"
modname = name of your mod and version (for example "bal7", "8c-ColosseumWZ_bal7.wz")
note: all maps should have unique names
3) Change extension of the map
"8c-ColosseumWZ_modname.wz" -> "8c-ColosseumWZ_modname.zip"
4) Unzip map
folders structure:
8c-ColosseumWZ_modname\8c-ColosseumWZ.addon.lev
8c-ColosseumWZ_modname\multiplay\..
5) Rename file 8c-ColosseumWZ.addon.lev
"8c-ColosseumWZ.addon.lev" -> 8c-ColosseumWZ_modname.addon.lev
6) Change contents of file 8c-ColosseumWZ.addon.lev
open it in Notepad (or another text editor)
replace "level ColosseumWZ-T1" -> "level ColosseumWZ_modname-T1"
replace "level ColosseumWZ-T2" -> "level ColosseumWZ_modname-T2"
replace "level ColosseumWZ-T3" -> "level ColosseumWZ_modname-T3"
replace "level Sk-ColosseumWZ-T1" -> "level Sk-ColosseumWZ_modname-T1"
replace "level Sk-ColosseumWZ-T2" -> "level Sk-ColosseumWZ_modname-T2"
replace "level Sk-ColosseumWZ-T3" -> "level Sk-ColosseumWZ_modname-T3"
7) Prepare contents of the mod for copying
for example, if you want copy mod from one map to another, you have to do:
-unzip mad with mod
-remove map part of the mod
remove file *.lev and contents of subfolder multiplay\maps
copy all other files and folders in mod's folder
8) Copy contents of mod to target map folder
8c-ColosseumWZ_modname\8c-ColosseumWZ.addon.lev
8c-ColosseumWZ_modname\multiplay\script\..
8c-ColosseumWZ_modname\multiplay\scirmish\..
8c-ColosseumWZ_modname\stats\..
8c-ColosseumWZ_modname\messages\..
8c-ColosseumWZ_modname\readme.txt
8c-ColosseumWZ_modname\changelog.txt
8c-ColosseumWZ_modname\...
9) Make zip-archive of the folder
open folder 8c-ColosseumWZ_modname and select all files
in context (right mouse click) menu select "Add to archive"
only ZIP archives work
10) Rename 8c-ColosseumWZ_modname.zip to 8c-ColosseumWZ_modname.wz
11) Copy 8c-ColosseumWZ_modname.wz to WZ maps folder
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NoQ
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Re: [MOD]Balance & start options/Proposals for options & bal

Post by NoQ »

Yet another wish here ... is it easy enough to split balance changes and start options into separate mods? (:
Reg312
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Re: [MOD]Balance & start options/Proposals for options & bal

Post by Reg312 »

NoQ wrote:Yet another wish here ... is it easy enough to split balance changes and start options into separate mods? (:
good wish
Mod "StartOptions" version 2
http://www.mediafire.com/file/uuvdujukd ... ns2.mod.wz

its standalone mod, have not time to make maps
mod should be placed into
C:\Program Files\Warzone 2100\mods\multiplay

link for start mod
"C:\Program Files\Warzone 2100warzone2100.exe" --mod_mp StartOptions2.mod.wz

how install mod see here http://guide.wz2100.net/faq


i hope someone try my mods :), I leave internet for a couple of days, good luck
Reg312
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Re: [MOD]Balance & start options/Proposals for options & bal

Post by Reg312 »

Hello everyone.
Here are the new changes of my mod

First, I divided MOD to two parts:
1) Start Options Mod
All balance changes excluded.
Maps with this mod have names like NTWMax2_op3, Abandoned_op3
2) Balance + Start options
Maps with this mod have names like Squared_bal8, Abandoned_bal8

All downloads in first post of this thread
Do not forget to remove all old map-mods from your WZ maps folder before installing new map-mods
If you do not, then something may not work.

Also i made some work with vtol weapons, because it was bad balanced in previous versions of Mod and of course bad in original WZ.
VTOL Rebalancing

Problems with VTOLs:
1) Some VTOL weapons too strong while other vtol weapons too weak
2) Only one way to resist vtols: make hundreds whirlwind emplacements
3) Vtol effectiveness not depends on target armor. Target armor absorbs only small part of damage (5-10%)
4) Thermal armor upgrades not works against thermal bombs (plasmite, thermite)

Problem 1: Some VTOL weapons too strong while other vtol weapons too weak
Solution: Rebalance vtol weapons
*** Approximate Vtol Weapons effectiveness in comparison with original WZ 2.3.8 ***
VTOL Cannons +40%
VTOL Rockets +25%
VTOL Lasers +35%
VTOL Mashineguns +15%
Clusted Bomb Bay +25%
Heap Bomb Bay +15%
Phosphor Bomb Bay +30%
Thermite Bomb Bay -35%
Plasmite Bomb Bay -25%
VTOL EMP Launcher +100%

Problem 2: Only one way to resist vtols: make hundreds whirlwind emplacements
Solution: open more ways to resist vtols
*** Approximate Anti-Vtol (AA) Weapons effectiveness in comparison with original WZ 2.3.8 ***
Mashineguns +35% (AP damage to VTOLs)
Lasers +40% (AP damage to VTOLs, lasers improving)
AA Flak cannon +100% (was too weak)
VTOL Sunburst AA +40%
HPV Cannon +60% (increased ALL ROUNDER damage to VTOLs)
Hurricane AA +10% (reduced weight 10000 -> 4000)

Problem 3: Vtol effectiveness not depends on target armor
Solution: Split vtol weapons damage in smaller parts
All VTOL bombs now shoot with 2 shells instead 1, every shell have 50% damage
damage of other vtol weapons was splitted same way

Problem 4: Thermal armor upgrades not works against Thermite bombs (thermal armor absorbs only 10% of total damage)
Solution: Decrease incerdiary damage of thermite bombs

NOTES:
** Pasmite bombs become fast on medium black body. It can help to break turtle tactics on late game stage.
** Plasmite bomb tactics hopefully can be resisted with interceptors
** Phosphor and Thermite bombs really weak against yellow bodies, but quite good to destroy army with other bodies like python or with cyborgs
** Thermite bombs strong enough to destroy AA and hardcrete defenses until enemy have good researched hardcrete
** Thermite bombs become obsolete on late game stage when players have researched good armor
** Thermite bombs can do nothing with whirlwind hardpoint on late game stage
** Some VTOL weapons can be very strong, but need test it
greatly improved following weapons: VTOL Assault cannon, VTOL Heavy Laser, VTOL EMP Launcher
** You can start bombing earlier because first bombs was improved
** All interceptors was improved, but it works good only if enemy use slow vtols

Delailed changes here: http://www.mediafire.com/file/pd23ge20j ... ancing.txt
Reg312
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Re: [MOD]Balance & start options/Proposals for options & bal

Post by Reg312 »

I hacked iluvalar's mod :)
Here are NRS mod with my start options: peace time, reveal map, start power. Map: NTW.
http://www.mediafire.com/file/73zw6ya65 ... s16_op3.wz
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