NTW Mod Vote
NTW Mod Vote
Hi there,
please write what you else dont like or i can improve : ).
Thanks
-- Delphinio
please write what you else dont like or i can improve : ).
Thanks
-- Delphinio
Last edited by Delphinio on 17 Feb 2010, 21:10, edited 1 time in total.
Re: NTW Mod Vote
It's a really great mod and it would be a shame if you didn't work on it more. I see it as kind of unfinished or a work in progress though. My thoughts:
-The graphics maybe need more work - Low priority. Gameplay is most important!
-Too many vehicle bodies - European + African bodies should be removed.
-AI definately needs improving. They attack heavily for 5 mins then just stop.
-There are too many cannons! Already cannon has the most in the game. Double heavy cannons and super heavy are not needed.
Stuff I think is really great!
-Nuclear power
-Starting with scavenger techs
-Quite a lot of the research tree being modded/expanded (just a bit too much modding on cannons/bodies)
-Superhard concretes towards the end
Confusing things:
Nuclear missile silo fire but the 'explosion' comes straight down from the sky in a concentrated beam.
Can't think of anything else right now.
-The graphics maybe need more work - Low priority. Gameplay is most important!
-Too many vehicle bodies - European + African bodies should be removed.
-AI definately needs improving. They attack heavily for 5 mins then just stop.
-There are too many cannons! Already cannon has the most in the game. Double heavy cannons and super heavy are not needed.
Stuff I think is really great!
-Nuclear power
-Starting with scavenger techs
-Quite a lot of the research tree being modded/expanded (just a bit too much modding on cannons/bodies)
-Superhard concretes towards the end
Confusing things:
Nuclear missile silo fire but the 'explosion' comes straight down from the sky in a concentrated beam.
Can't think of anything else right now.
Full of ideas - Most are probably useless. Feel free to ignore them
Re: NTW Mod Vote
yes i agree, ill improve them a bit with ntw mod v2.0.The graphics maybe need more work - Low priority. Gameplay is most important!
i know : (, would be nice if someone could help me here. iam not a good script modder.AI definately needs improving. They attack heavily for 5 mins then just stop.
2.0 : )... ive seen a mushroom explosion somewhere in these forums. i can use that, maybe.Nuclear missile silo fire but the 'explosion' comes straight down from the sky in a concentrated beam.
That are special thermal armor bodys. They got both more thermal armor than the others (except nexus and super heavy bodys). european is faster with less kinetic armor and african is slower with more kinetic armor.Too many vehicle bodies - European + African bodies should be removed.
its just 1 more cannon than normal, hvc cannon is replaced. but if more ppl think like you, than i will remove twin heavy cannon : ).There are too many cannons! Already cannon has the most in the game. Double heavy cannons and super heavy are not needed.
-- Delphinio
Re: NTW Mod Vote
Well, one of the problems, I think, is that the colors are too saturated. Saturated colors should be reserved mostly for teamcoloring... I think you should cap non-teamcolored colors at 70% saturation or so.
Other than that, balance is also a big problem. I'd try to help out, but I have my hands full trying to nerf rockets.
I've made a Guide page on NTW Mod; you can try to make balance assessments based on that:
http://guide.wz2100.net/ntw/
As a prelim, notice this:
http://guide.wz2100.net/ntw/w/supertwincannon - max DPS 303
http://guide.wz2100.net/ntw/w/heavygausscannon - max DPS 128
Other than that, balance is also a big problem. I'd try to help out, but I have my hands full trying to nerf rockets.
I've made a Guide page on NTW Mod; you can try to make balance assessments based on that:
http://guide.wz2100.net/ntw/
As a prelim, notice this:
http://guide.wz2100.net/ntw/w/supertwincannon - max DPS 303
http://guide.wz2100.net/ntw/w/heavygausscannon - max DPS 128
Re: NTW Mod Vote
I voted for ; I don't like it.
Why?
Because:
Why?
Because:
- You start as a Scavanger - which I apsolutely hate.
- Old Scav buildings models - worst part of your mod
- GFX - all of it is out of date
- GFX - lots of unlogical things
- GFX - almost none of buildings have foundations
- Nukes - LasSat is better
- Too many bodies - European, African and Scav bodies are stupid. They should be removed. At least Scav bodies should be made obsolete in a moment...
- Too many weapons - Some types of weapons should be whole made obsolete in later game
- ...
- DarkCheetah
- Trained
- Posts: 335
- Joined: 30 Apr 2008, 19:44
Re: NTW Mod Vote
sadly that this ai cannot be played "Exclusivly", the ntw mod is nice, but i'd love to have the ai on the normal games, becuase i dislike the confusing structures of the ntw, but the weapons are cool and newer boddies
ais should build more uncommon tanks they'v never built before, like the new boddies or Dragon boddies
ais should build more uncommon tanks they'v never built before, like the new boddies or Dragon boddies
... where did all the good ol classic ai's gone to? Turtle AI , Super AI
Re: NTW Mod Vote
@ zarel
you mean i need more colors? better you change that : P. i might take some "old" updated textures of the project.
balance? uhm, dont know what you mean : /. i think my balance is good... the 303 dps cant be right x_x. i think your guide is out of date.
@kuky
got the campain already better scavenger models? : ).
gfx is out of date? wz is old? no, well i know what you mean... you can do new models/textures if you like ; ).
which unlogical things youve seen?
building foundations will come back in 2.0.
las sat is better? ya, well maybe. ntw mod 1.9.1 which came out for 1.10 only atm, got both : ).
remove scav bodys... hmm dont know, i will think about it.
if ntw mod got to many weapons, then the whole wz got to many ^^. coz almost all weapons are replaced for others.
@darkcheetah
which confusing structures dark? to much scav stuff + mines?
you mean i need more colors? better you change that : P. i might take some "old" updated textures of the project.
balance? uhm, dont know what you mean : /. i think my balance is good... the 303 dps cant be right x_x. i think your guide is out of date.
@kuky
got the campain already better scavenger models? : ).
gfx is out of date? wz is old? no, well i know what you mean... you can do new models/textures if you like ; ).
which unlogical things youve seen?
building foundations will come back in 2.0.
las sat is better? ya, well maybe. ntw mod 1.9.1 which came out for 1.10 only atm, got both : ).
remove scav bodys... hmm dont know, i will think about it.
if ntw mod got to many weapons, then the whole wz got to many ^^. coz almost all weapons are replaced for others.
@darkcheetah
which confusing structures dark? to much scav stuff + mines?
Last edited by Delphinio on 18 Feb 2010, 04:52, edited 1 time in total.
Re: NTW Mod Vote
No, I mean your existing colors are too bright and too saturated. They should be less saturated, i.e. grayer.Delphinio wrote:@ zarel
you mean i need more colors? better you change that : P. i might take some "old" updated textures of the project.
balance? uhm, dont know what you mean : /. i think my balance is good... the 303 dps cant be right x_x. i think your guide its out of date.
Balance is a subtle thing. I'd like to help you, but I have my hands full right now. I hear Dylan Hsu has free time, and knows quite a bit about balance. Why don't you ask him to help?
Re: NTW Mod Vote
ah ok, so the colors are not a big prob : ).
hmm, ill ask him... maybe he got some good ideas about that.
hmm, ill ask him... maybe he got some good ideas about that.
- Black Project
- Regular
- Posts: 745
- Joined: 04 Apr 2008, 20:53
Re: NTW Mod Vote
EDIT: Removed my Nuke Blast to prevent more people downloading. (Delphinio already downloaded my nuke to enable in NTW) Will be present in Warzone 2120 TC Mod and mostly in NTW Mod 2.x versions
There's another nuke blast effect, but made by Mysteryem in his Model Package Mod (275 Points and 270 Polygons): viewtopic.php?f=10&t=2561#p24805
It is in "Others" folder, and the pie file name is "nukeexpl.pie"
Regards BP
There's another nuke blast effect, but made by Mysteryem in his Model Package Mod (275 Points and 270 Polygons): viewtopic.php?f=10&t=2561#p24805
It is in "Others" folder, and the pie file name is "nukeexpl.pie"
Regards BP
Last edited by Black Project on 18 Feb 2010, 17:02, edited 1 time in total.
Re: NTW Mod Vote
Definately. The first few bodies you research should obselete all scavenger bodies.At least Scav bodies should be made obsolete in a moment...
It's just too many bodies. They are not needed - Makes the design screen messy and complicated and they are extra and annoying things to research in the already quite full vehicle bodies section.That are special thermal armor bodys. They got both more thermal armor than the others (except nexus and super heavy bodys). european is faster with less kinetic armor and african is slower with more kinetic armor.
Full of ideas - Most are probably useless. Feel free to ignore them
- Black Project
- Regular
- Posts: 745
- Joined: 04 Apr 2008, 20:53
Re: NTW Mod Vote
I have some ideas:
Why not combine Factory, Cyborg factory, and VTOL factory upgrades like Zarel does in the Rebalance Mod 0.5.0
Lets count the total of Factory researchs:
9 Factory Upgrades
9 Cyborg Factory Upgrades
6 VTOL Factory Upgrades
Total: 24 Factory Upgrades:
Zarel combined them all, "killing" 20 researchs (merged Mk1, Mk2, Mk3) and remaining 4, but now, applying in ALL types of factories.
Zarel's new factory upgrades:
Automated Manufacturing
Robotic Manufacturing
Advanced Manufacturing
Self-Replicating Manufacturing
Just check out the "mp.wz" file of the latest 2.3 BETA 10
You might want to check out this site: http://guide.wz2100.net/rebalance
The same thing you can do with Structure Upgrades, combine the Defense Upgrade with Base Structure Upgrade, but don't took out the Mk2, Mk3 stuff, or structures will get stronger too fast.
Some good names:
Reinforced Structure Materials, Mk2 and Mk3
Hardened Structure Materials, Mk2 and Mk3
Advanced Structure Materials, Mk2 and Mk3
High Density Structure Materials, Mk2 and Mk3 (Base Structures are upgraded too!)
Maybe you can do the same with Vehicle Composite (Take out the Cyborg Heat Armor and Composite Upgrades, make the Vehicle Armor and Vehicle Heat Upgrades apply to cyborg too: less 9 topics to research )
Reduce the research topics number of Repair Facility, Rearming pad and Power Upgrades from 6 to 3, but keep the same level of upgrade:
Example:
POWER GENERATOR
Water Turbine Generator (new): 60% (requires Power Module, Synaptic Link Data Analysis)
Gas Turbine Generator: 120% (requires Dedicated Synaptic Link Data Analysis
Vapor Turbine Generator: 180% or a little more (require Neural Synapse Research Brain)
VTOL REARMING PAD
Automated Rearming (New): 50%
Robotic Rearming (New): 100%
Advanced Rearming (New): 200%
EDIT: these ideas i'll implement in my Warzone 2120 to make research less complicated (Factories and Repair are already done).
Why not combine Factory, Cyborg factory, and VTOL factory upgrades like Zarel does in the Rebalance Mod 0.5.0
Lets count the total of Factory researchs:
9 Factory Upgrades
9 Cyborg Factory Upgrades
6 VTOL Factory Upgrades
Total: 24 Factory Upgrades:
Zarel combined them all, "killing" 20 researchs (merged Mk1, Mk2, Mk3) and remaining 4, but now, applying in ALL types of factories.
Zarel's new factory upgrades:
Automated Manufacturing
Robotic Manufacturing
Advanced Manufacturing
Self-Replicating Manufacturing
Just check out the "mp.wz" file of the latest 2.3 BETA 10
You might want to check out this site: http://guide.wz2100.net/rebalance
The same thing you can do with Structure Upgrades, combine the Defense Upgrade with Base Structure Upgrade, but don't took out the Mk2, Mk3 stuff, or structures will get stronger too fast.
Some good names:
Reinforced Structure Materials, Mk2 and Mk3
Hardened Structure Materials, Mk2 and Mk3
Advanced Structure Materials, Mk2 and Mk3
High Density Structure Materials, Mk2 and Mk3 (Base Structures are upgraded too!)
Maybe you can do the same with Vehicle Composite (Take out the Cyborg Heat Armor and Composite Upgrades, make the Vehicle Armor and Vehicle Heat Upgrades apply to cyborg too: less 9 topics to research )
Reduce the research topics number of Repair Facility, Rearming pad and Power Upgrades from 6 to 3, but keep the same level of upgrade:
Example:
POWER GENERATOR
Water Turbine Generator (new): 60% (requires Power Module, Synaptic Link Data Analysis)
Gas Turbine Generator: 120% (requires Dedicated Synaptic Link Data Analysis
Vapor Turbine Generator: 180% or a little more (require Neural Synapse Research Brain)
VTOL REARMING PAD
Automated Rearming (New): 50%
Robotic Rearming (New): 100%
Advanced Rearming (New): 200%
EDIT: these ideas i'll implement in my Warzone 2120 to make research less complicated (Factories and Repair are already done).
Last edited by Black Project on 18 Feb 2010, 17:11, edited 3 times in total.
Re: NTW Mod Vote
factory, ok but not just 4. i take 9 : ). wall... ok. the rest uhm... no sry.
- DarkCheetah
- Trained
- Posts: 335
- Joined: 30 Apr 2008, 19:44
Re: NTW Mod Vote
yes, no base layer , a bit to different, scav structs are nice, but ai dont built them
yeah the structures need to be changed, changed to more commom warzone structs, if ya know what i mean
yeah the structures need to be changed, changed to more commom warzone structs, if ya know what i mean
... where did all the good ol classic ai's gone to? Turtle AI , Super AI