[3.1+] WZ Mini: Scavenger Wars mod

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

Post by aubergine » 20 Jan 2013, 04:24

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

Post by NoQ » 20 Jan 2013, 12:38

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.

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

Post by aubergine » 20 Jan 2013, 20:31

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

Post by NoQ » 21 Jan 2013, 04:34

Light factory --> Small factory, produces cars and vans
Heavy factory --> Big factory, produces lorries, busses, etc.
Hmm. I'm not having enough english to understand what sort of feeling do these names create. Something less serious, how exactly?
Also, why no Barracks to produce scav infantry?
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i think of it, probably it's a good idea for an ultra-early defense (as they move slowly), even if they instantly get outdated by trikes.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.

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

Post by Goth Zagog-Thou » 21 Jan 2013, 06:23

Looking forward to trying this out. :)

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

Post by Goth Zagog-Thou » 21 Jan 2013, 06:51

I EFFING LOVE THIS MOD!

Great work! I'll play this for a long time to come. :)

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

Post by aubergine » 21 Jan 2013, 07:43

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

Post by NoQ » 21 Jan 2013, 07:48

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?
Don't think so. Should be there.

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

Post by Berg » 21 Jan 2013, 07:57

do you need more models (factories)?

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

Post by aubergine » 21 Jan 2013, 08:29

NoQ wrote:
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?
Don't think so. Should be there.
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 Chinook :(
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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by NoQ » 21 Jan 2013, 08:39

Hmm, seriously. We have a problem.
Berg wrote:do you need more models (factories)?
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.

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

Post by aubergine » 21 Jan 2013, 09:08

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

Post by aubergine » 22 Jan 2013, 13:26

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

Post by aubergine » 22 Jan 2013, 15:21

Would it be possible to make tracked units use tracks, so keyboard shortcuts work as expected?
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Re: [3.1+] WZ Mini: Scavenger Wars mod

Post by aubergine » 23 Jan 2013, 07:42

Uhm, I'm guessing I need to disable the mod when wanting to play normal game...
Region capture 10.png
Those were not the construction droids I was looking for. Still awesome though :D
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