Making a tough scavenger base

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Making a tough scavenger base

Postby Frogmorton » 23 Jan 2016, 07:36

Hi, I'm looking for tips on making a fully functional and tough-as scav base.

I'm giving them scav factories and power generators, do they go out and grab nearby oil resources?

Also wondering what droid units and defensive weapon structures can be assigned to a scav base. Can I give em e.g. HV cannon emplacements? Or tanks with various weapons, just to help them stand up to all those AI's that seem to take them out too fast.

The purpose it to have a scav barrier between players on a skirmish map that at least slows down the AI attempts to rule the world too quickly.
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Re: Making a tough scavenger base

Postby montetank » 23 Jan 2016, 10:54

https://warzone.atlassian.net/wiki/disp ... rs+to+Maps
watch my map iceage (there are many others) http://addons.wz2100.net/271

Frogmorton wrote:Also wondering what droid units and defensive weapon structures can be assigned to a scav base. Can I give em e.g. HV cannon emplacements? Or tanks with various weapons, just to help them stand up to all those AI's that seem to take them out too fast.

Assigne what you want. If you want, you can give them NEXUS structures. Thats the reason, we have the possibility to make a 11-player map in fact. The gameplay is different from the AI. As far as i know, the units wont leave their base until the player or AI doesnt attack some scav-structures or units. If we want to play against very strong scavs we have the "ultimate scav mod". You should test your map with this mod when the map is finished. http://addons.wz2100.net/148

Frogmorton wrote:The purpose it to have a scav barrier between players on a skirmish map that at least slows down the AI attempts to rule the world too quickly.
Be carefully with this idea. It works very fine if there are only human players. The AI (for example NullBot) trucks cant identify this structures as enemy structures. It could happend, that the Ai will send one truck after the other to capture some oil behind the barrier. No matter that they will be destroyed very fast without combat-units. As barriers you can use also normal "objects" . Trees for example. But i wouldn`t do that. The AI is to weak against human anyway. The only chance for the Bots against human players is the fact, that they are playing with the deity (I can see all)-cheat.
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
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Re: Making a tough scavenger base

Postby Frogmorton » 05 Feb 2016, 05:11

Yeah, I toned down the scavenger bases. The AI's seemed to bypass them and go hard on air attacks. Could just be coincidence tho.
What other ways can I make a map a little different, besides terrain based features?
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Re: Making a tough scavenger base

Postby montetank » 06 Feb 2016, 02:54

Frogmorton wrote:What other ways can I make a map a little different, besides terrain based features?
Not really much. What i still miss are MP-maps 1 vs 3 or 1 vs 2. Its very difficult to find a fair balance. You can give the player who plays alone better structures and more factories, more oil aso. But after 10-15 minutes the opponents will have a research advantage. For games against the AI it could be a good idea. Human player vs. 3-5 bots. Thats fair.

Hmmm :hmm: There is a map created by BERG http://addons.wz2100.net/152
I like this map, because it shows, what is possible with the scavs. I rated the map with 4 not 5, because the bases are not fair placed imo. And 6 oils are to much, because the "sit and wait and research strategy wins". Don`t attack the scavs. But the map makes fun. Try it out. Maybe this map could be an inspiration for you :)

http://addons.wz2100.net/116 is the better map with the same idea.
In case the WZ-game ends in a draw , the game winner will be determined by penalty shoot-out.
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