Search found 37 matches
- 25 May 2020, 13:06
- Forum: Addon discussions
- Topic: [Game mod] Battleplan 2
- Replies: 2
- Views: 3488
[Game mod] Battleplan 2
Long ago I started a balance mod/game that I never finished. With the recent events I took back what I started and restarted it from scratch. The result is there: https://creativekara.fr/wzbattleplan/index.html In short what is Battleplan 2 compared to the original game: Less weapons, less bodies, l...
- 04 May 2014, 15:05
- Forum: Addon discussions
- Topic: Weapon modifiers reference card
- Replies: 2
- Views: 3545
Weapon modifiers reference card
Hello Here is a quick version for a reference card for weapon modifiers. It is intended to be printed in A5 format to have a quick look in game of what is good against what. The card is still pretty ugly but should give a clear look for getting familiar with modifiers. I wish there were icons for we...
- 26 Apr 2014, 19:43
- Forum: Skirmish / Multiplay
- Topic: LAN in France
- Replies: 0
- Views: 4192
LAN in France
Hello I'm currently working on creating a gaming room based upon free software games in Lille (France). The next LAN (well, gathering in an arcade room which has 8 high-end PCs) is scheduled on may 16th and is dedicated to Warzone 2100. I began not long ago and am still trying to get known and to ga...
- 27 Oct 2013, 19:13
- Forum: Addon discussions
- Topic: [mod] Battleplan
- Replies: 0
- Views: 2064
[mod] Battleplan
Hello, I'm back again. For those who have looked at it, Battleplan is an evolution of my Step research mod with both drasticaly simplified concepts and use of unused regular concepts (like speed and I hope commanders). In short: simple straight tech-tree, uniform weapon branches, speed modifiers, un...
- 01 Feb 2013, 21:55
- Forum: Addon discussions
- Topic: [mod] Step research
- Replies: 16
- Views: 14620
Re: [mod] Step research
New version, with its updated manual. This one is about defensive structures. Every AA, indirect sites and sensor tower is medium, hardpoints are hard and bunkers bunker. There is a bunker and hardpoint version for each direct weapon, site for indirect ones. There is no weapon tower anymore. The mod...
- 26 Jan 2013, 14:40
- Forum: Game related Discussions
- Topic: Difference between tower and hardpoint
- Replies: 15
- Views: 12362
Re: Difference between tower and hardpoint
Looks like it's the contrary. I made some tests on Warzone 2.3.9 and 3.1.0 by building rows of various things (tank trap, hardcrete wall, machinegun bunker, machinegun tower and heavy machinegun hardpoint) and see in which case the defenses fire or not. The results are rather silly. Not related at a...
- 26 Jan 2013, 11:35
- Forum: Game related Discussions
- Topic: Difference between tower and hardpoint
- Replies: 15
- Views: 12362
Re: Difference between tower and hardpoint
Well, hardpoints can shoot above other hardpoints too, so that's not to make towers better…
For what I understand with all that was said above building towers is usefull only to face bunker busters.
For what I understand with all that was said above building towers is usefull only to face bunker busters.
- 23 Jan 2013, 22:02
- Forum: Game related Discussions
- Topic: Difference between tower and hardpoint
- Replies: 15
- Views: 12362
Difference between tower and hardpoint
Hello all By looking at the damage table the difference between hardpoint and bunker is almost clear. But when you have the choice between a tower or a hardpoint, what makes you choose one upon the other? For example between a lancer tower and a lancer harpoint. There's not much cases when both are ...
- 19 Jan 2013, 12:14
- Forum: Addon discussions
- Topic: [mod] Step research
- Replies: 16
- Views: 14620
Re: [mod] Step research
New version 0.7, with it's manual/manifest. The booklet is not 10 pages long in the end but 21 but with plenty of images and decoration things. It can be considered of what Warzone with Step Research should be. The question about non dedicated anti-air weapons is still open. Should there be or not? ...
- 28 Dec 2012, 00:30
- Forum: Addon discussions
- Topic: [mod] Step research
- Replies: 16
- Views: 14620
Re: [mod] Step research
Hello, I'm back with a new PC (thus Warzone and some other games run like a charm) So I took some of the dust off step research and here is the 0.6 version. From the turn it took it is no longer a research tree mod but a less complex game. The idea (for now) is to get a more "noob friendly"...
- 23 Oct 2012, 20:35
- Forum: Addon discussions
- Topic: User manual: Tech tree
- Replies: 26
- Views: 28402
Re: User manual: Tech tree
Thanks to commander Cody who awaken me you can have 3 more branches: mortar, howitzer and VTOL (see the first post). Also a few updates, the dammage mistake wasn't corrected in the source for machineguns, plasma cannon was missing as well as sunburst, bombs where moved from the flamer tree to VTOL a...
- 15 Jul 2012, 15:09
- Forum: Addon discussions
- Topic: [mod] Step research
- Replies: 16
- Views: 14620
Re: [mod] Step research
Version 0.5, back to basics. Cyborg engineer is available without researching engineering AI was slightly modified Defense researches are no longer free A bug on Cannon fortress requirements was fixed All modules, VTOLs and Cyborg factory need to be researched, as well as Tank trap Engineering and m...
- 08 Jul 2012, 23:38
- Forum: Addon discussions
- Topic: [mod]Next Research System (NRS) 2.3.9
- Replies: 340
- Views: 203207
Re: [mod]Next Research System (NRS)
Are you sure you are playing against a non-cheating AI (first level of difficulty) ? All new components lines last for 20 minutes. This mean you should have a new weapon each 4 minutes if you follow the line directly. I dont see how that is slow. It must be that, I played on standart difficulty or ...
- 08 Jul 2012, 19:00
- Forum: Addon discussions
- Topic: [mod]Next Research System (NRS) 2.3.9
- Replies: 340
- Views: 203207
Re: [mod]Next Research System (NRS)
I played a few games with version 121 and I must say I haven't found my way in it. The research is so slow that you will need long minutes just to have a new weapon and start making units more effective. At least you have the time, because every single battle takes ages, units seems almost invulnera...
- 08 Jul 2012, 16:57
- Forum: Addon discussions
- Topic: [mod] Step research
- Replies: 16
- Views: 14620
Re: [mod] Step research
Version 0.4, with the feedback from Illuvalar and deep changes All modules (factory, power and research) are available at start Weapon and upgrades are split in 2 branches, almost all branches were split No longer synaptic links requirement (that's the end of the "eras") Bodies and propuls...