NoArty4 (new NoArty_mod) with variants

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b1m2n3
Greenhorn
Posts: 10
Joined: 06 Jan 2010, 21:58

NoArty4 (new NoArty_mod) with variants

Post by b1m2n3 »

Original new mod name: NoArty4
Variants mod names: NoArty4_<SR/NoSR>-<EMP/NoEMP>-NoFort* (see below)
Based on: NoArty_mod by Perseus (CC-BY-3.0), old mod, non v4.x compatible
Special thanks: Berserk Cyborg (for start-up support)

Author: b1m2n3
Addon type: Mod
Game version: 4.x (only 4.3 tested)
Player mode: Skrimish/MP
Mod category: Other
License: CC-BY-SA-3.0

Mod variants
  • NoArty4_NoSR-NoEMP-NoFort*
  • NoArty4_NoSR-EMP-NoFort*
  • NoArty4_SR-NoEMP-NoFort*
  • NoArty4_SR-EMP-NoFort*
EMP = EMP mortar (arty range 18) > EMP cannon is always allowed
SR = Short Range weapons/defenses (<=16):
- Mini-Rocket (arty range 9)
- Heavy Rocket (arty range 10)
- Seraph Missile (arty range 15)
Fort = Fortresses*
- Cannon (range 11)
- Mass (range 16)
- Heavy Rocket (arty range 16)
- Missile (range 24)

(*) For now, no variant with fortress allowed (or only some with long range).


:Gigakach_01: Disabled weapons
[*]WEAPON CATEGORY
Weapon name (weapon ID) (research ID)
  • FLAME
    Heavy Plasma Launcher (PlasmaHeavy) (R-Wpn-HeavyPlasmaLauncher)
  • ROCKET
    [No/SR, dis/allowed] Mini-Rocket Array (Rocket-MRL) (R-Wpn-Rocket02-MRL)
    [No/SR, dis/allowed] Heavy Rocket Array (Rocket-MRL-Hvy) (R-Wpn-Rocket02-MRLHvy)
    Ripple Rockets (Rocket-IDF) (R-Wpn-Rocket06-IDF)
  • MORTARS
    Mortar (Mortar1Mk1) (R-Wpn-Mortar01Lt)
    :!: Warning: this weapon is common for tanks, cyborgs and VTOLs (with lower range), so if you start skimish/MP game from low tech level, you will not be able to produce the Cyborg Grenade and VTOL Heap Bomb Bay that requieres this research. If you start a game directly from high level, that is no a problem.
    Bombard (Mortar2Mk1) (R-Wpn-Mortar02Hvy)
    Pepperpot (Mortar3ROTARYMk1) (R-Wpn-Mortar3)
    Incendiary Mortar (Mortar-Incendiary) (R-Wpn-Mortar-Incendiary)
  • EMP
    [No/EMP, dis/allowed] EMP Mortar (MortarEMP) (R-Wpn-MortarEMP)
    :!: Warning: this weapon is common for tanks and VTOL (but with lower range), so if you start skimish/MP game from low tech level, you will not be able to produce the VTOL EMP Missile Launcher that requieres this research. If you start a game directly from high level, that is no a problem.
  • HOWITZERS
    Howitzer (Howitzer105Mk1) (R-Wpn-HowitzerMk1)
    Incendiary Howitzer (Howitzer-Incendiary) (R-Wpn-Howitzer-Incendiary)
    Hellstorm (Howitzer03-Rot) (R-Wpn-Howitzer03-Rot)
    Ground Shaker (Howitzer150Mk1) (R-Wpn-HvyHowitzer)
  • MISSILE
    [No/SR, dis/allowed] Seraph Missile Array (Missile-MdArt) (R-Wpn-MdArtMissile)
    Archangel Missile (Missile-HvyArt) (R-Wpn-HvArtMissile)
See these usefull resources:
:Gigakach_01: Disabled defense structures
[*]WEAPON CATEGORY
Structure name (structure ID) (research ID)
  • CANNON
    Cannon Fortress (X-Super-Cannon) (R-Defense-Super-Cannon)
  • GAUSS
    Mass Driver Fortress (X-Super-MassDriver) (R-Defense-MassDriver)
  • FLAME
    Heavy Plasma Launcher Emplacement (Emplacement-HeavyPlasmaLauncher) (R-Defense-HeavyPlasmaLauncher)
  • ROCKET
    [No/SR, dis/allowed] Mini-Rocket Battery (Emplacement-MRL-pit) (R-Defense-MRL)
    [No/SR, dis/allowed] Heavy Rocket Battery (Emplacement-MRLHvy-pit) (R-Defense-MRLHvy)
    Ripple Rocket Battery (Emplacement-Rocket06-IDF) (R-Defense-IDFRocket)
    Heavy Rocket Bastion (X-Super-Rocket) (R-Defense-Super-Rocket)
  • MORTARS
    Mortar Pit (Emplacement-MortarPit01) (R-Defense-MortarPit)
    Bombard Pit (Emplacement-MortarPit02) (R-Defense-HvyMor)
    Pepperpot Pit (Emplacement-RotMor) (R-Defense-RotMor)
    Incendiary Mortar Pit (Emplacement-MortarPit-Incendiary) (R-Defense-MortarPit-Incendiary)
  • EMP
    [No/EMP, dis/allowed] EMP Mortar Pit (Emplacement-MortarEMP) (R-Defense-EMPMortar)
  • HOWITZERS
    Howitzer Emplacement (Emplacement-Howitzer105) (R-Defense-Howitzer)
    Incendiary Howitzer Emplacement (Emplacement-Howitzer-Incendiary) (R-Defense-Howitzer-Incendiary)
    Hellstorm Emplacement (Emplacement-RotHow) (R-Defense-RotHow)
    Ground Shaker Emplacement (Emplacement-Howitzer150) (R-Defense-HvyHowitzer)
  • MISSILE
    [No/SR, dis/allowed] Seraph Missile Battery (Emplacement-MdART-pit) (R-Defense-MdArtMissile)
    Archangel Missile Emplacement (Emplacement-HvART-pit) (R-Defense-HvyArtMissile)
    Missile Fortress (X-Super-Missile) (R-Defense-Super-Missile)
See these usefull resources:
:Gigakach_01: Additional disabled middle researches

Basically, these researches are directly available when game is started to middle tech levels #2 and #3, but requiere arty techs to be available.
[*]WEAPON CATEGORY
Research name (research ID)
  • MORTARS
    Mortar Autoloader Mk3 (R-Wpn-Mortar-ROF03)
    HEAP Mortar Shells Mk2 (R-Wpn-Mortar-Damage05)
  • HOWITZERS
    Target Prediction Artillery Shells (R-Wpn-Howitzer-Accuracy03)
    HE Howitzer Shells Mk3 (R-Wpn-Howitzer-Damage03)
    HEAP Howitzer Shells (R-Wpn-Howitzer-Damage04)
  • VTOL
    HE Bomb Shells (R-Wpn-Bomb-Damage01)

:geek: Technical notes for moderation

About weapons.json
Only changes "designable" property value for listed items above.

About structures.json
Only adds property for listed items above:
"userLimits": [
0,
0,
0,
]
About research.json
As you can see, restricted weapons/defenses in the list are suffixed by own research name.
To disable these reasearches, I'm directly delete main entries of listed items above.
Please consider that I looked for properly disable they elements with specific property like "designable" in weapons.json, but these did not work:
"available": 0,
"designable": 0,
"researchable": 0,
...
It left sub-researches in the tree for these deleted entries. For example: "HE Mortar Shells" upgrade research for deleted "Mortar" main research.

About mod package
By default, I used Win11 built-in compression feature to make WZ packages. Please tell me if I should be use specific params/algorithm (like LZMA2 or BZip2).


:lecture: Public user notes / Tips

You can easly custom this mod yourself, it only use JSON files (a intelligible text format).
How? You can unzip WZ in folder direclty in mods/autoload directory ; game can load mod from a simple folder. Note for custom development: to avoid not being able to open previuos game saves due to mod name changes, I recommend to fix name to "NoArty4", for exemple, without variable suffixes. :geek:
Original files can recovered in your game directory: /data/mp.wz/stats/ (open .wz files with 7-Zip or other archive tool).
It possible to create many custom variants, like for VTOL or other techs. :wink:

Changes in last edit
  • On start skimish/MP game from tech level #2 or #3, middle researches for arty or related now disabled.
  • Fixed mod names "SH" by "SR" (for Short Range). :ninja:
  • All variants now zipped in only one file for download (you can choose inside).
  • Tips adds above.
Thanks for reading :)

:!: I can't del older attached files to this post. Please consider the only one up to date zipped file NoArty4_all_variants.zip.
Attachments
NoArty4_all_variants.zip
(129.9 KiB) Downloaded 113 times
NoArty4_SH-NoEMP-NoFort.wz
(32.93 KiB) Downloaded 97 times
NoArty4_SH-EMP-NoFort.wz
(33.02 KiB) Downloaded 103 times
NoArty4_NoSH-NoEMP-NoFort.wz
(32.64 KiB) Downloaded 100 times
NoArty4_NoSH-EMP-NoFort.wz
(32.75 KiB) Downloaded 100 times
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