NTW Mod Vote

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What do you think about NTW Mod?

Poll ended at 18 May 2010, 17:13

Its a very nice Mod, i like it how it is.
5
11%
Its a good Mod but it needs AI Improvements.
7
16%
Its a good Mod but it needs Graphic Improvements.
3
7%
Its a good Mod but it needs Balance Improvements.
11
25%
More Weapons & / or other Stuff please.
4
9%
I might like it if you Improve it.
3
7%
I dont like it.
6
14%
I hate this Mod and should be removed.
5
11%
 
Total votes: 44

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Delphinio
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Joined: 21 Jan 2007, 06:04

Re: NTW Mod Vote

Post by Delphinio »

AI: i already updated the ai yesteday but its still not good. so, its still in my to do list.

TECH: yes maybe. i removed 3 scavager bodys, put there defenses into the research and the mines too. cant do more sry.

GRAPHICS: the foundations are back.

TOO MUCH STUFF: as i said, cant do more. btw. i will add plasma artillery, ground shield, laser sat and incendiary mortar one day (the final stuff : P). but i remove the sam weapons then.

MISC: nuclear blast is in my to do list too : ).
crux
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Re: NTW Mod Vote

Post by crux »

the graphics for this mod scream for alpha channel!
trunk looks horrible with this mod!
ugly, ugly roads and other things. :(
this is fine for 2.3 though! :)
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Delphinio
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Joined: 21 Jan 2007, 06:04

Re: NTW Mod Vote

Post by Delphinio »

crux wrote:trunk looks horrible with this mod!
ugly, ugly roads and other things. :(
this should be fixed now (r10151).
please tell me if there is still a problem.

-- Delphinio
i-NoD
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Re: NTW Mod Vote

Post by i-NoD »

Delphinio, I think you should run all .pies for trunk through 'simplipie' tool... That will fix issues with double-sided polygons.
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Delphinio
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Re: NTW Mod Vote

Post by Delphinio »

i dont know this tool.
but maybe you can show me, what wrong with my pie files is.

-- Delphinio
i-NoD
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Re: NTW Mod Vote

Post by i-NoD »

Written by Per. Lives here: http://developer.wz2100.net/browser/tru ... implipie.c
New tool: simplipie. It strips unused flags from PIE files and rewrites them.
It also obsoletes the no cull flag by removing it and instead adding duplicate,
reversed polygons to fix the culling issues this flags was meant to fix.
Recent addition also removes duplicated vertexes.

Syntax: simplipie [-v] input_filename
-v Verbose mode.

And don't forget to backup original .pies as this tool will overwrite them. Results will be 2.3 compatible too.
Dunno which OS you are using, but I've got a win32 binary:
simplipie.zip
(7.34 KiB) Downloaded 252 times
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Delphinio
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Re: NTW Mod Vote

Post by Delphinio »

ok thanks, that should be done now.
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zoid
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Re: NTW Mod Vote

Post by zoid »

The biggest problem is you can't play MP games unless other players have NTW loaded. And no one does. So they have to exit their game and restart loading NTW, and no one wants to do that. What we need is in-game mod loading like we do for maps. When you start your game, choose your map and mod. Anyone who joins will automatically switch to your mod or download it if they don't have it. We have it for maps -- why not for mods? :)
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Olrox
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Joined: 03 Jul 2007, 19:10

Re: NTW Mod Vote

Post by Olrox »

zoid wrote:The biggest problem is you can't play MP games unless other players have NTW loaded. And no one does(...)We have it for maps -- why not for mods? :)
It is on the "accepted" section of the FPI list.

~Olrox
Sonsalt
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Re: NTW Mod Vote

Post by Sonsalt »

Outstanding mod, I love it.

However there are two issues I want to bring to your attention.

1. No Base start, research glitch
If you start wihtout any base, you won't be able to build offensive units for quite a while since you don't have the Command center which allowes you to create new vehicles. This not only overpowers the AI but also makes some of the inventions rather pointless.
Solution: Scanvenger Command center: This should allow you to create new units, but without the Radar hud.
Once you discovered the Command center you can than upgrade the scavanger building and the minimap will show.

2. Massive cheating AI
It seems that the AI is massivly cheating. Would be nice if you could tune it down a bit. Maybe you could hook up with DyDo about the AI, this guy has done some pretty amazing stuff to AI behaviour etc.

One more thing, it seems that the Twin MG is vastly overpowered

Keep up the good work,

greetings

Sonsalt
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Delphinio
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Re: NTW Mod Vote

Post by Delphinio »

Solution: Scanvenger Command center: This should allow you to create new units, but without the Radar hud.
Once you discovered the Command center you can than upgrade the scavanger building and the minimap will show.
oh yes, that would be nice but i cant change the souce code which is needed for this.
It seems that the AI is massivly cheating. Would be nice if you could tune it down a bit. Maybe you could hook up with DyDo about the AI, this guy has done some pretty amazing stuff to AI behaviour etc.
i know... ._. mabye it will be better one day : (.
One more thing, it seems that the Twin MG is vastly overpowered
its not overpowered. as we already said, the ai cheats much and research faster.
so, it gets the mg upgrades faster than you can get you wall/armor upgrades. but its possible to beat that ai.

-- Delphinio
Sonsalt
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Re: NTW Mod Vote

Post by Sonsalt »

Thanks for the info.

after playing with human players I totally agree with the balancing. Too bad that the AI has such issues.
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Delphinio
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Re: NTW Mod Vote

Post by Delphinio »

hehe no problem : )
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Delphinio
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Re: NTW Mod Vote

Post by Delphinio »

*bump*
Sonsalt
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Re: NTW Mod Vote

Post by Sonsalt »

*bump no bump three bumps in a row* ;)


So, how is the mod going, any plans brewing?
My offer to help you on that AI still stands, would love to see it work in skirmish propperly.

Greetings
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