Search found 1679 matches

by Iluvalar
03 Sep 2020, 00:47
Forum: Coding
Topic: Warzone2020 Propulsion Revisited
Replies: 2
Views: 947

Re: Warzone2020 Propulsion Revisited

Thank you for your feedback, I didn't know that there were scenario in which the pathfinding algorithm was a significant slow down, can you please provide a few examples to see how i can improve things ?
by Iluvalar
25 Aug 2020, 02:58
Forum: Addon discussions
Topic: my first attemp of a map
Replies: 7
Views: 237

Re: my first attemp of a map

Hello, I just tried that map in single player. Not bad for a first try. However I think you should try to shorten the wheel distance between bases to about 100 seconds (you are now at about 200 seconds). here is some reasons why it's important. 1- Unit production : imagine that one player is ahead, ...
by Iluvalar
19 Aug 2020, 19:50
Forum: Addon discussions
Topic: Next Research System (NRS)
Replies: 7
Views: 722

Re: Next Research System (NRS)

You have a strange conception of the word "problem"
Yes this mod is prepacked in a map, if you put the same file in your map folder you can even host it online.

NRS is a pretty heavy mod, it won't play well with most other mods, i doubt you can run ultimate scavengers over NRS.
by Iluvalar
14 Aug 2020, 10:26
Forum: Addon discussions
Topic: Next Research System (NRS)
Replies: 7
Views: 722

Re: Next Research System (NRS)

Reserved Post for later.
by Iluvalar
14 Aug 2020, 10:25
Forum: Addon discussions
Topic: Next Research System (NRS)
Replies: 7
Views: 722

Next Research System (NRS)

NRS is a whole remake of the techtree which gives you access to all component you'd want from the start. There is no branch to the tree other then the most obvious (DMG and ROF upgrades only after discovering the weapon...). Do not worry ! All weapons go trough the same weapon analyzer and are balan...
by Iluvalar
07 Aug 2020, 20:57
Forum: Addon discussions
Topic: iluvalar small mods vault (3.4)
Replies: 1
Views: 505

iluvalar small mods vault (3.4)

Hi, I have php scripts that read json files and perform random operation over the whole data. I needed them for the NRS mod which i will publish soon. But in the mean while i'll post here small interesting mods I can make easily. Feel free to send requests, if the idea is reasonable enough I will ma...
by Iluvalar
02 Aug 2020, 04:49
Forum: Addon discussions
Topic: NRS 3.4 (teaser)
Replies: 3
Views: 477

Re: NRS 3.4 (teaser)

Hello it's me again, you may see a copy of the prototype being hosted around. I'm doing quick progress now. Wow been a month already ! we have 12 lines of weapon, 6 lines of body, a propulsion upgrade line for each, there is a lot of work still to clean up the mess and add some of the NRS typical th...
by Iluvalar
22 Jul 2020, 19:13
Forum: Coding
Topic: Warzone2020 Propulsion Revisited
Replies: 2
Views: 947

Warzone2020 Propulsion Revisited

"Wish" list *Function C=1000/tileDifficulty for the A* algorhytm. So AI use roads and avoid dirt *Function D=1+1*isTileOccupied() for the A* algorhytm. So AI consider avoiding obstacle during patfinding *Run the A* a bit more regularly so droids change courses if needed. *Set the tile impassibility ...
by Iluvalar
12 Jul 2020, 02:21
Forum: Addon discussions
Topic: NRS 3.4 (teaser)
Replies: 3
Views: 477

Re: NRS 3.4 (teaser)

Here is what i have so far Fnrs_add([ 'faction'=> 'nexus', 'use'=> "RailGun1Mk1,RailGun1-VTOL,Cyb-Wpn-Rail1", 'in'=>'2120', 'type'=> 'weapons', 'as' => ['hvy','AT','hightech','longrange'] ]); Fnrs_add([ 'faction'=> 'nexus', 'use'=> "MG5TWINROTARY", 'in'=>'2120', 'type'=> 'weapons', 'as' => ['hvy','A...
by Iluvalar
01 Jul 2020, 04:58
Forum: News and announcements
Topic: Release 3.4.0
Replies: 37
Views: 6806

Re: Release 3.4.0

Random map generation is impossible due to the 21tile rule. Which is caused by the range of the machine guns (7 tile) and the bonus HP given to structures (3x). So it's basically hard corded. Most map maker follow the rule by instinct alone, they just know what kind of choke point work for the situa...
by Iluvalar
30 Jun 2020, 20:31
Forum: News and announcements
Topic: Release 3.4.0
Replies: 37
Views: 6806

Re: Release 3.4.0

My presence alone, here and now, kinda disprove you. Doesn't it ?
100-200 sounds about the amount of people playing NRS in 2.3 when you pulled the plug off for the same broken argument.
by Iluvalar
30 Jun 2020, 19:09
Forum: News and announcements
Topic: Release 3.4.0
Replies: 37
Views: 6806

Re: Release 3.4.0

The maps alone in WZ create crazy diversity. And there is mapmod around since a long while. If it was a law that the only version is low oil t1 no base, then this game would be extinct long ago.
by Iluvalar
30 Jun 2020, 03:27
Forum: Addon discussions
Topic: NRS 3.4 (teaser)
Replies: 3
Views: 477

NRS 3.4 (teaser)

New Research System At start of the game, Players get access to factions in the research tab for a moderate cost. Each faction unlock a dozen of research lines. Some early tech, some late game tech and some special tech. Just enough to in theory be able to play the whole game with the same faction....
by Iluvalar
30 Jun 2020, 02:22
Forum: News and announcements
Topic: Release 3.4.0
Replies: 37
Views: 6806

Re: Release 3.4.0

We are at the point where we need 3 mods it seems. 1-The classic mod with few changes. 2- The failure andrvaut is attempting to do*. 3- A legitimate modern research tree. To move on and allows people to add new stuff. For this we need a robust mod selection. This is host select a map AND a mod. The ...
by Iluvalar
29 Jun 2020, 20:05
Forum: Ideas and suggestions
Topic: New system technical levels
Replies: 7
Views: 2790

Re: New system technical levels

Hello, I juggled with the same ideas for NRS+ a long time ago. I wanted a main tech line that would represent time and more and more advanced weapons line coming from it. While it's a charming idea in elegance and lore, I came strongly believe this is the wrong direction for gameplay. We try to add ...