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Next Research System (NRS)

Posted: 14 Aug 2020, 10:25
by Iluvalar
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 balanced using the same well tested formula. So rail guns while available from 2 minutes in the game won't be a game ending research.

Why ?
Adding new content to a tech tree increase the value of the parts leading to it. And by shockwave effect increase the value of anything that those branches lead to. We can try to predict some of the outcome of our changes. but if, for example, Synaptic Link Data Analysis Mk3 become the 27th research in your research path instead of 26th, EVERYTHING that need the sensor to be researched will REQUIRE a rebalance. The only way I know to rebalance that is a 2 months community test trial followed by an hopeful balance patch that will only address half of the problems at best. In other words, we are constantly in test trial for the latest changes and those changes must come in a snail paces. Which segway nicely to the next part:

New in NRS!!
*Humans. Squishy little bag of meat. Play as the helpless little humans fighting against giant mech !
*Nuclear plant, housing and solar panel (power generation)
*park, forest and tree (more power generation that take more space)
*Propaganda tower, ruin everyone's economy
*Quark cannon line (from 2120)
*Med laser line (from 2120)
*Heavy rocket line (from 2120)
*Plenty of Extra weapons from 2120 in existing line
*Extra bodies
*propulsion upgrades
*Interest rate. Which stop you to have to rush to click stuff all the time and allows for actual thinking.
*Improved balance ! I'm committed to make the most competitive version of WZ ever.
And more new things coming...

Become a pro!
Circle of weight : Light >outnumber> Medium >outnumber> Heavy >Can't feel> Light
Circle of propulsion : Structure, Track, wheel, legs(personnal), Structure... 4 weapon modifier AS,AT,AW,AP each is weak against it opposite in the circle.

The progression speed encourage players to commit to their research lines. IE. DMG#2 is slightly preferable to ROF#1. Try to specialize in whatever research you commit a the start. This cause each game to be unique and fun.

All research line are designed to be balanced, you are encouraged to explore wacky combos. As long as they fit together. IE. Researching 2 different propulsion upgrade will put you behind, unless you really need to quit the original one because of an opponent weapon choice.

Propulsion upgrade ARE OP. It's intentional so players commit to their propulsion of choice. So enemy players are forced to adapt or bite the dust.

Make sure you have enough units before upgrading things !! You need about 5 minutes worth of power production in your army (~2300). Giving a 12% dmg boost to no units at all won't make you any stronger. A rush is definitively possible and spending power in 4 labs at start while you have no units is the first cause of defeat in NRS. It's a war game ! Don't let the solar panel convince you otherwise. :lecture:

Re: Next Research System (NRS)

Posted: 14 Aug 2020, 10:26
by Iluvalar
Reserved Post for later.

Re: Next Research System (NRS)

Posted: 14 Aug 2020, 17:01
by Counter Back
I will try it, sir :thank_you: . I new to this mod :) .

Re: Next Research System (NRS)

Posted: 17 Aug 2020, 15:45
by isaacky
Does this mod work in the game's campaign? I tested it on versions 3.4.0 and 3.4.1 and the game keeps crashing when I try to start a new game.

Re: Next Research System (NRS)

Posted: 18 Aug 2020, 07:59
by Counter Back
isaacky wrote:
17 Aug 2020, 15:45
Does this mod work in the game's campaign? I tested it on versions 3.4.0 and 3.4.1 and the game keeps crashing when I try to start a new game.
The Campaign data and the Skirmish or Multiplay data is different. thats is make game in campaign crash.
if you want, other mods is can run in campaign. like Enhanced Balance viewtopic.php?f=49&t=12380&start=210 scroll to bottom topic,
and Art revolution https://sourceforge.net/projects/artrev2100/files/

conclusions:
this mod not compatible with campaign as long as I remember.

Re: Next Research System (NRS)

Posted: 19 Aug 2020, 15:05
by Counter Back
I have problem, there is:
wz2100-20200819_193829-main.png
the game detect the mod is maps? its very much same map name O_o .

Re: Next Research System (NRS)

Posted: 19 Aug 2020, 19:50
by Iluvalar
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.

Re: Next Research System (NRS)

Posted: 20 Aug 2020, 03:06
by Counter Back
Iluvalar wrote:
19 Aug 2020, 19:50
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.
but it's run very well.

yes, at first I thought it was just a mod, but afterwards I was confused why the name was 8c-name-NRSv0version.wz, it's like a regular map name, now I know it's map-mod not mod :stare: .

Re: Next Research System (NRS)

Posted: 05 Oct 2020, 09:12
by Counter Back
@Iluvalar, can i use your mod data to my map ?