[3.1+] WZ Mini: Scavenger Wars mod
Re: [3.1+] WZ Mini: Scavenger Wars mod
Finally round to testing this mod, getting pwned every time. Enemy nullbot mini is swarming my derricks before I'm even getting my first attack units out, then I run out of oil, then game over. Every. Single. Time.
Is it something to do with build speed - ie. should I be making waay more trucks than usual?
Is it something to do with build speed - ie. should I be making waay more trucks than usual?
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Re: [3.1+] WZ Mini: Scavenger Wars mod
You can produce trikes after 2:30, by building a lab (0:30 with two trucks), then researching machinegun (1:00), then researching trike (1:00, like any other research in the standard lab); as you see, newly produced trucks are not involved in this process.
Try to not over-research: on a standard map with 9 oils you wouldn't want to fill up two standard labs with continuous research. Technologies are very expensive in this mod.
A bit later, have a look at mg bunkers; i think they are made too powerful in the last version.
Try to not over-research: on a standard map with 9 oils you wouldn't want to fill up two standard labs with continuous research. Technologies are very expensive in this mod.
A bit later, have a look at mg bunkers; i think they are made too powerful in the last version.
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: [3.1+] WZ Mini: Scavenger Wars mod
Yup - the very different early game caught me out.
If mg bunkers are nerfed, could their armour or HP be increased a little?
Also, I was wondering if it would be worth renaming some of the structures?
Light factory --> Small factory, produces cars and vans
Heavy factory --> Big factory, produces lorries, busses, etc.
Repair facility --> Service station
Advanced Laboratory --> Science Laboratory, "we're doing science!"
Also, why no Barracks to produce scav infantry?
If mg bunkers are nerfed, could their armour or HP be increased a little?
Also, I was wondering if it would be worth renaming some of the structures?
Light factory --> Small factory, produces cars and vans
Heavy factory --> Big factory, produces lorries, busses, etc.
Repair facility --> Service station
Advanced Laboratory --> Science Laboratory, "we're doing science!"
Also, why no Barracks to produce scav infantry?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Hmm. I'm not having enough english to understand what sort of feeling do these names create. Something less serious, how exactly?Light factory --> Small factory, produces cars and vans
Heavy factory --> Big factory, produces lorries, busses, etc.
Now that i think of it, probably it's a good idea for an ultra-early defense (as they move slowly), even if they instantly get outdated by trikes. They could probably be used as meat shields if some player overuses rockets ... Will implement, i think, whenever i'm finished with the current stuff.Also, why no Barracks to produce scav infantry?
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
- Goth Zagog-Thou
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Looking forward to trying this out.
- Goth Zagog-Thou
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Re: [3.1+] WZ Mini: Scavenger Wars mod
I EFFING LOVE THIS MOD!
Great work! I'll play this for a long time to come.
Great work! I'll play this for a long time to come.
Re: [3.1+] WZ Mini: Scavenger Wars mod
Also, I couldn't seem to get the chinook - I assume it was disabled to the transport bug, but hopefully that bug was fixed in 3.1.0?
As for the factories, on further thought, keep them named as they are. I think what should really be renamed is the "Factory" in the main game should be called "Tank Factory". Then at least each factory name is descriptive of what it builds.
As for the factories, on further thought, keep them named as they are. I think what should really be renamed is the "Factory" in the main game should be called "Tank Factory". Then at least each factory name is descriptive of what it builds.
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Don't think so. Should be there.aubergine wrote:Also, I couldn't seem to get the chinook - I assume it was disabled to the transport bug, but hopefully that bug was fixed in 3.1.0?
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: [3.1+] WZ Mini: Scavenger Wars mod
do you need more models (factories)?
Re: [3.1+] WZ Mini: Scavenger Wars mod
I'd researched everything that could be researched, and had at least one of every type of building that was available and listed in the research tree on first page of this topic. Still no ChinookNoQ wrote:Don't think so. Should be there.aubergine wrote:Also, I couldn't seem to get the chinook - I assume it was disabled to the transport bug, but hopefully that bug was fixed in 3.1.0?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Hmm, seriously. We have a problem.
Rearm pads, walls ... I'm not sure it's a good idea to replace scavenger feature based models with newer models (since they provide a "feeling" for playing for scavengers), but probably baseplates for them could improve things.Berg wrote:do you need more models (factories)?
Maps | Tower Defense | NullBot AI | More NullBot AI | Scavs | More Scavs | Tilesets | Walkthrough | JSCam
Re: [3.1+] WZ Mini: Scavenger Wars mod
IMHO the labs could do with custom models -- they look *too* feature-y and somehow it feels odd clicking on them (I have no idea why). I think it might be because they feel more like aircraft hangars and warehouses, ie. places to store stuff or do non-research type activities.
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Re: [3.1+] WZ Mini: Scavenger Wars mod
A scav HQ would be nice -- also, I bet Goth could make use of one in cam4 if it has a sensor attached.
In terms of gameplay, scav HQ would also make retreat at X damage work prior to getting a service station.
Oh, and some sensor towers -- to get full range of their mortar pits.
In terms of gameplay, scav HQ would also make retreat at X damage work prior to getting a service station.
Oh, and some sensor towers -- to get full range of their mortar pits.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Would it be possible to make tracked units use tracks, so keyboard shortcuts work as expected?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
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Re: [3.1+] WZ Mini: Scavenger Wars mod
Uhm, I'm guessing I need to disable the mod when wanting to play normal game...
Those were not the construction droids I was looking for. Still awesome though
Those were not the construction droids I was looking for. Still awesome though
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
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