Warzone 2100: Contingency (Beta now released)

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Re: Warzone 2100: Contingency (Beta now released)

Post by Arreon » 02 Jun 2012, 14:51

NoQ wrote:That's exactly what i have been continuously talking about for the last 8 hours.
I repeat: you'd need to fix prresearch.txt inside the mod before using this AI, otherwise the game will hang randomly.
The fixed file is attached above.

We need Shadow Wolf TJC to fix it in the mod when he comes, cause i obviously can't fix that. The AI finds looped research pre-requisites, so he hangs trying to figure out what to research first to reach the factory module, the viper body or its prerequisite the viper body. Or something like that in a few other places.

P.S. Right now the early cyborgs seem to be too weak; pure cannons rock for quite some time.
Sorry, I didn't notice the fix :lol2:

I played *one* game as an observer between 2 AIs and within minutes, there's fighting all over the map. They used the new bodies in the Contingency mod, they used things like Hurricane AA bunkers (something not used in the vanilla version) and the whole map just went crazy within a minute. I love it! :twisted:

Luckily, I built myself a little airspace so that any VTOLs that come near me will be blown up.

Thanks for the fix, I'm really enjoying watching these two AIs.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Arreon » 02 Jun 2012, 15:04

Here are a couple of screenshots to show you just how crazy it was in that game. :)
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wz2100-20120602_134608-Vision-1-03-T2.jpg
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Re: Warzone 2100: Contingency (Beta now released)

Post by NoQ » 02 Jun 2012, 15:09

Luckily, I built myself a little airspace so that any VTOLs that come near me will be blown up.
Hint: if you have no trucks or factories (that is, essentially defeated), the enemy AI won't care to attack you; use Alt+K cheat to kill your trucks. Also, you can ally yourself with one of the AIs and set up a lab to see what it's researching.

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Re: Warzone 2100: Contingency (Beta now released)

Post by Arreon » 02 Jun 2012, 15:30

NoQ wrote:
Luckily, I built myself a little airspace so that any VTOLs that come near me will be blown up.
Hint: if you have no trucks or factories (that is, essentially defeated), the enemy AI won't care to attack you; use Alt+K cheat to kill your trucks. Also, you can ally yourself with one of the AIs and set up a lab to see what it's researching.
Thanks for the tip. :)

I'm looking forward to your future releases for the Contingency AI.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Iluvalar » 02 Jun 2012, 16:37

Reg312 wrote: @Iluvalar: balance issues apeears only when you have more than 50-100 players and at least 5 pro-players :)
(that digits just because... i hope you undestand idea)
That's why I warn asap, so players can keep an eye on the problem and identify it asap and confirm the inevitable faith of that mod. Meanwhile, ignorant players might pretend the game is "fun". And Shadow Wolf might been dragged into wasting more time on that idea.

Again, I fully respect Shadow Wolf, I see the very good work he done since now, it's just a shame he built that tower on mud. If it was on sturdy ground, that mod would have beaten the original game...
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Re: Warzone 2100: Contingency (Beta now released)

Post by Arreon » 02 Jun 2012, 16:46

Iluvalar wrote:
Reg312 wrote: @Iluvalar: balance issues apeears only when you have more than 50-100 players and at least 5 pro-players :)
(that digits just because... i hope you undestand idea)
That's why I warn asap, so players can keep an eye on the problem and identify it asap and confirm the inevitable faith of that mod. Meanwhile, ignorant players might pretend the game is "fun". And Shadow Wolf might been dragged into wasting more time on that idea.

Again, I fully respect Shadow Wolf, I see the very good work he done since now, it's just a shame he built that tower on mud. If it was on sturdy ground, that mod would have beaten the original game...

It's only version 0.1 right now, and it's still a beta.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Iluvalar » 02 Jun 2012, 17:05

I'm talking about the core ideas behind the mod, not the execution of it. The execution is very nice. Shadow Wolf is a very good modder.

Many people disregard the game mechanic, the devs do the same BTW... but the mechanic abide to some rules, and it's not always self-evident. I believe I explained enough...
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Re: Warzone 2100: Contingency (Beta now released)

Post by Giani » 02 Jun 2012, 17:07

The game crashed at 00:39...
I was playing whit 2 NEXUS AIs in Desert_roads. And this is the only mod I had.
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501

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Re: Warzone 2100: Contingency (Beta now released)

Post by Arreon » 02 Jun 2012, 17:18

Iluvalar wrote:I'm talking about the core ideas behind the mod, not the execution of it. The execution is very nice. Shadow Wolf is a very good modder.

Many people disregard the game mechanic, the devs do the same BTW... but the mechanic abide to some rules, and it's not always self-evident. I believe I explained enough...
Okay then. I still enjoy playing it anyway, even if there are some balance issues.

@ Giani - have you tried putting that prresearch file in the mod? That fixed the problems for me.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Shadow Wolf TJC » 02 Jun 2012, 18:38

NoQ wrote:The HMG Supercyborg model looks wrong: as if its machinegun is hanging in the air, not really attached to the body (:
I know, but since it seemed like everyone was willing to put up with graphical anomalies in order to betatest, I didn't get to fix that (and many other Cyborg turrets) before releasing the 1st beta.
NoQ wrote:Emm, still having problems with research caused by R-Sys-Spade1Mk1, even after cyclic dependency was removed. Trying to figure out how to fix that.

upd: adding completeResearch directives to rules.js seems to fix that, not sure though no, probably false positive reported by my buggy debug code.

Anyway, here is a complete list of cyclic dependencies of length 1:

Code: Select all

R-Comp-SynapticLink,R-Comp-SynapticLink,376
R-Cyborg-Armor-Heat01,R-Cyborg-Armor-Heat01,988
R-Cyborg-HvyConst,R-Cyborg-HvyConst,0
R-Cyborg-Metals01,R-Cyborg-Metals01,449
R-Defense-Bunker3-Railgun-Hvy,R-Defense-Bunker3-Railgun-Hvy,0
R-Defense-WallUpgrade01,R-Defense-WallUpgrade01,374
R-Struc-Power-Upgrade01b,R-Struc-Power-Upgrade01b,1038
R-Struc-Power-Upgrade03a,R-Struc-Power-Upgrade03a,1040
R-Struc-VTOLPad-Upgrade01,R-Struc-VTOLPad-Upgrade01,704
R-Sys-Resistance-Circuits,R-Sys-Resistance-Circuits,1100
R-Vehicle-Prop-Wheels,R-Vehicle-Prop-Wheels,487
R-Wpn-Bomb-Accuracy01,R-Wpn-Bomb-Accuracy01,1009
R-Wpn-PlasmaCannon,R-Wpn-PlasmaCannon,1109
Here is a fixed prresearch.txt that doesn't cause hangs any longer (i just removed all the lines mentioned above):
A hotfix has just been applied. Version 0.1.1 is now out.

Note that I didn't just splice that new prresearch.txt document onto the mod. I saw that the Gauss Cannon Bunker had the wrong prerequisite that was essentially keeping players from researching it, so I fixed it.
NoQ wrote:The mod doesn't run on our master yet. You'd (at least) need to convert body.txt to body.ini for the mod to work on master. I'd seriously like it to work on master, because it will enable me to use the JS code profiling available only in master.
Sadly, I haven't played any master versions, so I wouldn't know how body.ini is supposed to be structured. :(
Cook1990 wrote:EDIT: something i should have mentioned, cyborgs are way too weak, doesn't matter when you use them in the game, they keep getting destoryed by everything, early on they're no match for cannons and rocket pods, and lator on the bots have heavy cannons (which are good agaisnt everything) and then have the seraph missle array (which just blows everything up).
cyborgs need a HP boost.
NoQ wrote:P.S. Right now the early cyborgs seem to be too weak; pure cannons rock for quite some time.
Even despite how cheap they are? Well, if everyone seems to agree, then I'll probably give them an HP boost, though I'll also need to give the Anti-Personnel weapons, such as the Machineguns, a boost to counteract their HP increase.
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Re: Warzone 2100: Contingency (Beta now released)

Post by aubergine » 02 Jun 2012, 18:44

NoQ wrote:The mod doesn't run on our master yet. You'd (at least) need to convert body.txt to body.ini for the mod to work on master.
Shadow Wolf TJC wrote:Sadly, I haven't played any master versions, so I wouldn't know how body.ini is supposed to be structured. :(
@Shadow - I've recently documented body.ini if that's any use getting the mod working on master: https://warzone.atlassian.net/wiki/display/mod/body.ini
Last edited by aubergine on 02 Jun 2012, 19:19, edited 1 time in total.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Shadow Wolf TJC » 02 Jun 2012, 18:57

NoQ wrote:
I've started work on a basic table for the Machinegun line:
Uhm no no no, just the names and damage class (AT/AP/whatever)! :stressed: :oops:
Even better if not even name but statname (eg. MG1Mk1 rather than Machinegun) :wink:
But that's good, i can start working on a MG spammer already (:

Of course, other people will like to have this sort of guide.
OK NoQ. Here's the Cannons/Railguns line:

Code: Select all

Light Cannon: All-Rounder
Medium Cannon: All-Rounder
Heavy Cannon: All-Rounder
Assault Cannon: All-Rounder
Twin Assault Cannon: All-Rounder
Anti-Personnel Scattergun - Blunderbuss: Anti-Personnel
Sniper Cyborg: Anti-Personnel
AA Flak Cannon: Anti-Personnel
Light HPV Cannon: Anti-Tank
Medium HPV Cannon: Anti-Tank
Heavy HPV Cannon: Anti-Tank
HPV Assault Cannon: Anti-Tank
Twin HPV Assault Cannon: Anti-Tank
Gattling Cannon - Ripper (CL): All-Rounder
HPV Gattling Cannon - Shredder (CL): Anti-Tank
Jet-Assisted Cannon (CL): Anti-Tank
Incendiary Cannon (CL): Flamer
Plasmite Cannon (CL): Flamer
Needlegun: Anti-Tank
Railgun: Anti-Tank
Gauss Cannon: Anti-Tank
Assault Needlegun: Anti-Tank
Twin Assault Needlegun: Anti-Tank
Gauss Scattergun - Scattershot: Anti-Personnel
Gauss Sniper: Anti-Personnel
Gauss Flak Cannon: Anti-Personnel
Leadsprayer (CL): Anti-Personnel
Sandstorm AA (CL): Anti-Personnel
Hellsprayer (CL): Anti-Personnel
Eviscerator (CL): Anti-Tank
That (CL) next to weapons' names indicates a cross-weapon-line weapon that belongs in the Cannons/Railguns family. That is, it benefits from upgrades in that family.

Edit: Oh, and here's weaponmodifier.txt and structuremodifier.txt, since I've changed those up:

Code: Select all

ALL ROUNDER,Legged,75
ALL ROUNDER,Wheeled,100
ALL ROUNDER,Hover,100
ALL ROUNDER,Half-Tracked,100
ALL ROUNDER,Tracked,75
ALL ROUNDER,Lift,100
ANTI PERSONNEL,Legged,100
ANTI PERSONNEL,Wheeled,80
ANTI PERSONNEL,Hover,80
ANTI PERSONNEL,Half-Tracked,70
ANTI PERSONNEL,Tracked,50
ANTI PERSONNEL,Lift,80
ANTI TANK,Legged,50
ANTI TANK,Wheeled,70
ANTI TANK,Hover,70
ANTI TANK,Half-Tracked,80
ANTI TANK,Tracked,100
ANTI TANK,Lift,70
ARTILLERY ROUND,Legged,25
ARTILLERY ROUND,Wheeled,25
ARTILLERY ROUND,Hover,25
ARTILLERY ROUND,Half-Tracked,25
ARTILLERY ROUND,Tracked,25
ARTILLERY ROUND,Lift,25
BUNKER BUSTER,Legged,25
BUNKER BUSTER,Wheeled,45
BUNKER BUSTER,Hover,45
BUNKER BUSTER,Half-Tracked,55
BUNKER BUSTER,Tracked,75
BUNKER BUSTER,Lift,45
FLAMER,Legged,100
FLAMER,Wheeled,100
FLAMER,Hover,100
FLAMER,Half-Tracked,100
FLAMER,Tracked,100
FLAMER,Lift,100

Code: Select all

ALL ROUNDER,SOFT,50
ALL ROUNDER,MEDIUM,100
ALL ROUNDER,HARD,75
ALL ROUNDER,BUNKER,50
ANTI PERSONNEL,SOFT,25
ANTI PERSONNEL,MEDIUM,75
ANTI PERSONNEL,HARD,50
ANTI PERSONNEL,BUNKER,25
ANTI TANK,SOFT,75
ANTI TANK,MEDIUM,75
ANTI TANK,HARD,100
ANTI TANK,BUNKER,75
BUNKER BUSTER,SOFT,100
BUNKER BUSTER,MEDIUM,50
BUNKER BUSTER,HARD,75
BUNKER BUSTER,BUNKER,100
ARTILLERY ROUND,SOFT,100
ARTILLERY ROUND,MEDIUM,100
ARTILLERY ROUND,HARD,100
ARTILLERY ROUND,BUNKER,100
FLAMER,SOFT,0
FLAMER,MEDIUM,33
FLAMER,HARD,0
FLAMER,BUNKER,100
I've substituted the Fortresses' armor for a modified SOFT armor type, which was redesigned to be as vulnerable to weapons as Bunkers, save for possessing Hardcrete's resistance towards Flamer weapons.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Shadow Wolf TJC » 02 Jun 2012, 19:59

aubergine wrote:
NoQ wrote:The mod doesn't run on our master yet. You'd (at least) need to convert body.txt to body.ini for the mod to work on master.
Shadow Wolf TJC wrote:Sadly, I haven't played any master versions, so I wouldn't know how body.ini is supposed to be structured. :(
@Shadow - I've recently documented body.ini if that's any use getting the mod working on master: https://warzone.atlassian.net/wiki/display/mod/body.ini
Thanks. I'll be sure to try that out. :)

@NoQ: Here's the Rockets/Missiles line (also, here's the Tactical Ballistic Missiles sub-line):

Code: Select all

Mini-Rocket Pod: All-Rounder
Twin Mini-Rocket Pod: All-Rounder
Rocket Assault Pod: All-Rounder
Twin Rocket Assault Pod: All-Rounder
Erinyes Missile Pod: All-Rounder
Twin Erinyes Missile Pod: All-Rounder
Lancer: Anti-Tank
Tank Killer: Anti-Tank
Scourge: Anti-Tank
Mini-Rocket Array: Anti-Personnel
Rocket Assault Array: Anti-Personnel
Seraph Missile Array: Anti-Personnel
Bunker Buster: Bunker-Buster
Devastator BB Missile: Bunker-Buster
Sunburst AA: Anti-Personnel
Cherub AA: Anti-Personnel
Solar Flare SAM: Anti-Personnel
Vindicator SAM: Anti-Personnel
Ripple Rockets: All-Rounder
Archangel Missiles: All-Rounder
Rocketstorm (CL): All-Rounder
Incendiary Rocket Array (CL): Flamer
Ifrit Missile Array (CL): Flamer
Ballista Missile (CL): Anti-Tank
Apollo Missile (CL): Anti-Personnel
Sunrider Missile (CL): Flamer
Harbinger TBM Launcher: Anti-Personnel
Hellshaker TBM Launcher: Artillery
Armageddon TBM Launcher: Flamer
Note that TBM launchers are very powerful (albeit with a painfully low rate-of-fire). Even though some of them are optimized against certain targets, they can also do serious damage to other things. For example, Harbingers, despite being Anti-Personnel weapons, deal heavy damage towards tanks.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Iluvalar » 02 Jun 2012, 23:14

Shadow Wolf TJC wrote: Note that TBM launchers are very powerful (albeit with a painfully low rate-of-fire). Even though some of them are optimized against certain targets, they can also do serious damage to other things. For example, Harbingers, despite being Anti-Personnel weapons, deal heavy damage towards tanks.
NoQ is asking for the total efficiency of the weapon which is approximately

DPS at normal armor X HP
divided by the figure function of the cost

If those launcher are so efficient than you can pit them toward the wrong weapon modifier, you have a bug that require to be fixed.
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Re: Warzone 2100: Contingency (Beta now released)

Post by Shadow Wolf TJC » 02 Jun 2012, 23:38

@Iluvalar: I thought that NoQ just wanted the damage class...
NoQ wrote:
I've started work on a basic table for the Machinegun line:
Uhm no no no, just the names and damage class (AT/AP/whatever)! :stressed: :oops:
Even better if not even name but statname (eg. MG1Mk1 rather than Machinegun) :wink:
But that's good, i can start working on a MG spammer already (:

Of course, other people will like to have this sort of guide.
...so I listed just their name and their damage class like he wanted.

Edit:
Iluvalar wrote:If those launcher are so efficient than you can pit them toward the wrong weapon modifier, you have a bug that require to be fixed.
Did you know that, in the Contingency mod, that Anti-Personnel weapons deal 80% as much damage towards Wheels as they do towards Cyborgs, 62.5% as much damage towards Tracks as they do against Wheels, and only 50% as much damage towards Bunkers as they do against Tracks or Hardcrete? Just because an anti-personnel weapon is powerful enough to deal serious damage to tanks doesn't necessarily mean that it's powerful enough to deal serious damage towards Bunkers.
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