[3.1+] WZ Mini: Scavenger Wars mod

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NoQ
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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 07 Sep 2012, 18:49

Not on 239
Sure. Writing an AI for 2.3.9 is insanity.
I've been replying to the above request of making this work on beta11, which has accidentally turned out to be possible.

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 08 Sep 2012, 09:11

v0.09: place 4 machineguns on the bunker, merge factory and repair facility models from usm, minor balance and AI tweaks.

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Giani
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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Giani » 08 Sep 2012, 20:19

Nice mod :)
I tried it, but the screen was black when I started and there was an error. Should I post it?
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 08 Sep 2012, 20:41

Post anything you feel to be unusual.

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Giani » 09 Sep 2012, 00:22

Btw, the mod worked (when I change to other program or go back to desktop, the black screen goes away) but the AI was doing nothing.
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WZlog-0908_150604.txt
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My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 09 Sep 2012, 05:56

You are experiencing #3700, i can reproduce your problem exactly by changing my physfs version back to 2.0.2.
This means you will most likely be having problems with latest nullbot-extra packages as well.

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 10 Sep 2012, 12:54

v0.10: add Berg's Chinook model as a supertransporter (with a single machinegun on it), fix game end conditions bug, minor fixes.

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 10 Sep 2012, 15:06

v0.11: fix the broken chinook texture and make it a bit more expensive.

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by Andrie » 02 Oct 2012, 14:46

Version 0.11 works on 3.1 beta11 :yahoo:.
"My IRC en multiplay naam is Andrie"

Groete Andrie

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by shpooky_ » 30 Oct 2012, 06:44

NoQ wrote:I'm finally working on a "play for scavengers" mod that will turn wz into a simple classic RTS with a relatively short tech tree, many different base structures and few fixed unit templates (thus "mini"). It will incorporate most stuff from the scav AI mod.
  • wzmini-0-11.mod.wz
    Image
Here is the complete tech tree, should be pretty easy to remember.
  • mini.png
I could use some help with TCMasks for the scavenger models, cause most of them don't have player colors showing up anywhere right now.

I'm intending this to be mp-balanced, if possible, throwing away the current scav stats; of course it'd require quite some testing to achieve, and of course the stats may change in the process.

The mod includes two sorts of labs (you need to have an advanced lab actually built to carry out advanced research, like rockets, mortars and choppers), two sorts of factories (some tanks like bus and firetruck can only be produced in the heavy factory), two sorts of construction droids (the excavator is building faster than crane, unproportionally expensive and hard to destroy; use it to build on unsafe spots or when you are at truck limits and still want more).

This mod includes a skirmish AI called NullBot ~Mini~; no other AI is known to work with this mod, so make sure you select it when you want to play a skirmish game.
i have a few questions
why are there no walls
why no command center
why cant we customize units?
sorry if im asking for to much

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 02 Nov 2012, 03:52

1. Not ready (need T-shaped and +-shaped models)
2. Intentional (we don't need to design units, and making it for just a minimap is merely an annoyance).
3. Intentional (that's what i wanted from this mod, for wz engine to support a traditional style rts, look for other mods if you want unit design).

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by shpooky_ » 06 Nov 2012, 07:44

NoQ wrote:1. Not ready (need T-shaped and +-shaped models)
2. Intentional (we don't need to design units, and making it for just a minimap is merely an annoyance).
3. Intentional (that's what i wanted from this mod, for wz engine to support a traditional style rts, look for other mods if you want unit design).
can i use your mod and edit it into my own version?

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by shpooky_ » 07 Nov 2012, 01:41

NoQ wrote:1. Not ready (need T-shaped and +-shaped models)
2. Intentional (we don't need to design units, and making it for just a minimap is merely an annoyance).
3. Intentional (that's what i wanted from this mod, for wz engine to support a traditional style rts, look for other mods if you want unit design).
can i take a copy of your mod and make it into my own version? plzz

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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by aubergine » 07 Nov 2012, 06:54

The license is CC0 which means "no rights reserved", in other words, you can do whatever you want with it shpooky.
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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by shpooky_ » 08 Nov 2012, 06:11

aubergine wrote:The license is CC0 which means "no rights reserved", in other words, you can do whatever you want with it shpooky.
oh i need to pay more attention :|

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