[mod]Next Research System (NRS) 2.3.9

Did you create a mod, map, music, or a tool? Present them here and earn feedback!
Note: addon requests do not belong here.
Note, everything uploaded to this forum, MUST have a license!
shpooky_
Greenhorn
Posts: 14
Joined: 24 Sep 2012, 07:01

Re: [mod]Next Research System (NRS) 2.3.9

Post by shpooky_ » 05 Nov 2012, 03:06

Iluvalar wrote:Download
Ask here for the latest version.
trimmed 500 line quote
so wheres the link to this mod ?
Last edited by Staff on 05 Nov 2012, 04:27, edited 1 time in total.
Reason: No need to quote all that!

User avatar
Iluvalar
Regular
Regular
Posts: 1819
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS) 2.3.9

Post by Iluvalar » 05 Nov 2012, 05:34

Look in the last page, I posted :

Rush : classic 7 1/4 oil per player
Oligarchy : 6 oil per player
Hexed : 12 oil per player
And now I give you
Hourglass : 35 oil per player (up to 140 in duel mouhaha)

If you dont want to play the mod in those map, just lauch any of them as a mod.

I suggest you load the closest amount of oil to your map as I make changes to fit best each experience. Have fun.
Attachments
8c-HourglassNRSpV146.wz
(367.8 KiB) Downloaded 428 times
Heretic 2.3 improver and proud of it.

shpooky_
Greenhorn
Posts: 14
Joined: 24 Sep 2012, 07:01

Re: [mod]Next Research System (NRS) 2.3.9

Post by shpooky_ » 07 Nov 2012, 01:43

Iluvalar wrote:Look in the last page, I posted :

Rush : classic 7 1/4 oil per player
Oligarchy : 6 oil per player
Hexed : 12 oil per player
And now I give you
Hourglass : 35 oil per player (up to 140 in duel mouhaha)

If you dont want to play the mod in those map, just lauch any of them as a mod.

I suggest you load the closest amount of oil to your map as I make changes to fit best each experience. Have fun.
thx

User avatar
Iluvalar
Regular
Regular
Posts: 1819
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS) 2.3.9

Post by Iluvalar » 16 Dec 2012, 05:42

NRSpV147

When you fight with a huge amount of units, many projectiles will hit the wrong target in the mass. This effect wasn't taken into account yet in the balance so I made a new version :) . It is very likely that I change the cannon personnality in the next days. I might tune the AI for the last changes soon.
Heretic 2.3 improver and proud of it.

User avatar
Goth Zagog-Thou
Regular
Regular
Posts: 1582
Joined: 06 Jan 2007, 08:08
Location: Delta Base
Contact:

Re: [mod]Next Research System (NRS) 2.3.9

Post by Goth Zagog-Thou » 14 Feb 2013, 17:31

Hello there, Iluvalar. :)

Any news on NRS lately? I enjoyed playing it in MP, wondered if you were still working on it.

User avatar
Iluvalar
Regular
Regular
Posts: 1819
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS) 2.3.9

Post by Iluvalar » 15 Feb 2013, 22:14

Apparently, there is no more 2.3.9 MP games at all. I was waiting for a fix, but since 3.1 was feature less, the lobby that was operational for beta 2 is bound to be functional with 3.1. If the devs were willing to fix the server, by now it would be done.
Heretic 2.3 improver and proud of it.

User avatar
Merowingg
Regular
Regular
Posts: 2468
Joined: 15 Nov 2009, 13:05
Location: Poland

Re: [mod]Next Research System (NRS) 2.3.9

Post by Merowingg » 15 Feb 2013, 22:59

Damn it.. so I am to begin to sing "Time to say goodbye?"

Iluvalar good to see you man :3
“Beneath this mask there is more than flesh. Beneath this mask there is an idea, and ideas are bulletproof.” - V

"Mark my words boy, Mark them well, I have survived your predecessors and I will survive you." - Merovingian

Regards - Mero

Reg312
Regular
Regular
Posts: 681
Joined: 25 Mar 2011, 18:36

Re: [mod]Next Research System (NRS) 2.3.9

Post by Reg312 » 15 Feb 2013, 23:02

I dream some day NRS will migrate to 3.1 :roll:

it was nice interesting to discover NRS features and different NRS gameplay

User avatar
Iluvalar
Regular
Regular
Posts: 1819
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS) 2.3.9

Post by Iluvalar » 16 Feb 2013, 03:10

Right now, it seem more likely it gonna migrate to 2.4 :-/
Heretic 2.3 improver and proud of it.

User avatar
Iluvalar
Regular
Regular
Posts: 1819
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS) 2.3.9

Post by Iluvalar » 17 Aug 2013, 04:49

some screen shot of my today's game :)
Attachments
wz2100-20130816_223343-BeggarsKanyon-T1.jpg
My twin heavy cannons baboon show them who is the boss...
wz2100-20130816_223343-BeggarsKanyon-T1.jpg (242.93 KiB) Viewed 6780 times
wz2100-20130816_220209-BeggarsKanyon-T1.jpg
But I finally get to make an economical victory...
wz2100-20130816_220209-BeggarsKanyon-T1.jpg (230.94 KiB) Viewed 6780 times
wz2100-20130816_214824-BeggarsKanyon-T1.jpg
A close call...
wz2100-20130816_214824-BeggarsKanyon-T1.jpg (216.66 KiB) Viewed 6780 times
Heretic 2.3 improver and proud of it.

AK_ROSH
Greenhorn
Posts: 14
Joined: 21 Jan 2013, 08:26

Re: [mod]Next Research System (NRS) 2.3.9

Post by AK_ROSH » 29 May 2014, 07:44

hi.. still maintaining the source?

User avatar
Iluvalar
Regular
Regular
Posts: 1819
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS) 2.3.9

Post by Iluvalar » 03 Jun 2014, 16:28

I don't add more features now. But if you found a bug, I'm listening to you.
Heretic 2.3 improver and proud of it.

tehbananascavs
Greenhorn
Posts: 10
Joined: 10 Jun 2014, 21:34

Re: [mod]Next Research System (NRS) 2.3.9

Post by tehbananascavs » 15 Jun 2014, 22:48

Uhmmmmmm i was wondering if you have anything on stats that allows scav bodys/structs to be built early in game?
NoQ said the nrs mod has early scav units...
and plz no scav war mini mod..
plus... Download?
Scavengers are krazy. But, somehow them being the rushers they are they kill alot of n00bz like me.

User avatar
Iluvalar
Regular
Regular
Posts: 1819
Joined: 02 Oct 2010, 18:44

Re: [mod]Next Research System (NRS) 2.3.9

Post by Iluvalar » 25 Aug 2014, 18:29

Sorry didn't noticed you asked something.

The truck, bus and firetruck bodies are accessible from start for design. There is also the bus cannon and the mico rockets that are early researchable items. when applicable, those weapons unlock the relevant building and some other buildings can be built when you unlock the relevant weapon.

I think V146 up there is the last 2.3.9 compliant version i have. ↑

I hope it answer your questions.

You can also build scavengers as civilians and wall them into a "city" in order to make money from theirs workforce from start in the factories.

You cant :
-design buggies due to game limitation.
-use or design scavenger units. I felt that they couldn't be balanced in the bigger picture unless I force the opponent player to drive on them to kill them. Which would have been a completly strange gameplay.
-use the other weapons (weaker similar flamer, machine gun and mortar) since I didnt felt those weapon were enough disting
Heretic 2.3 improver and proud of it.

Z3BR4_Ven
New user
Posts: 1
Joined: 30 Aug 2014, 14:34

Re: [mod]Next Research System (NRS) 2.3.9

Post by Z3BR4_Ven » 30 Aug 2014, 14:45

Hi can u please send me the download details.

Kind regards
Z3BR4

Post Reply