[MOD]Balance & start options/Proposals for options & balance
Posted: 20 Aug 2011, 16:25
[MOD] High oil balance and new start options
MOD 1: Start options (without balance changes)
MOD 2: Balance + Start options
Briefly about MOD:
Its original game with small balance changes and with new useful game options (peace time, tech levels etc.).
You dont need change your game strategy but u can effective use more various weapons and buildings than before. Most changes are related to the late stage of the game.
Mod designed for high oil games with experienced players.
Main problems, which i want solve with adjusting balance:
1) Most of weapons and buildings never get used in most games
Example1: u no need rail gun beacuse you can build more artillery, which much more efficient
Example2: all what u really need to research after 30th minute - is archangels
Example3: You don't need any defense except fortresses and artillery (and AA), dozens of defense structures never get in use
2) Artillery and vtols too strong, tank armies are usable only in game beginning (up to 30th minute at high oil maps)
Mod provides:
1. Some unusable stuff becomes better (T3 bodies and weapons, lasers, wheels etc.)
2. Nerf overpowered stuff: ground shakers, thermal bombs, cannon frotresses.
3. Added new useful game options (aviable from structure limit screen):
option 1: new! Peace time also known as build time which host can set in structure limit screen
If enemy breaks the border, he will be punished
option 2: new! "no defenses" - option to set defense limit from 255 to 0 (for each def. building)
option 3: Artillery and fortresses limit from 0 to 255
option 4: New technoly levels:
T1 - start with technologies like with adavanced base
T1.5 - tech level between T1 and T2 (medium cannon and lancer aviable and some other upgrades)
T4 - tech level when most of things researched but still need 40 minutes to complete research
T5 - tech level "RESEARCHED ALL"
option 5: initial amount of power: 5 000, 20 000, 100 000
option 6: Reveal map new!
-Reveal map for 2 seconds - very good for low-oil games to know players and oil positions
-Reveal map - see what your enemies doing all game
Downloads:
MOD1: Start options, verion 3
Only start options without any balance changes
Mod to load WZ with http://www.mediafire.com/file/54mwz6k59 ... ns3.mod.wz
Map-Mods with start options mod:
High-oil maps:
NTWMax2 map with StartOptions Mod: http://www.mediafire.com/file/qnx5yl14j ... ax2_op3.wz
SquaredV9 map with StartOptions Mod: http://www.mediafire.com/file/du4bd1os9 ... dV9_op3.wz
TeamDuel map with StartOptions Mod: http://www.mediafire.com/file/0h5yxi6jw ... uel_op3.wz
Domination map with StartOptions Mod: http://www.mediafire.com/file/545g4j4c8 ... ion_op3.wz
ColosseumWZ map with StartOptions Mod: http://www.mediafire.com/file/epf01ny4w ... mWZ_op3.wz
Low-oil maps:
Rush map with StartOptions Mod: http://www.mediafire.com/file/3qsi9yvts ... ush_op3.wz
GreatRift map with StartOptions Mod: http://www.mediafire.com/file/z3bn3iluu ... ift_op3.wz
Vision_X2 map with StartOptions Mod: http://www.mediafire.com/file/6cdx5xjo5 ... nX2_op3.wz
MizaMaze map with StartOptions Mod: http://www.mediafire.com/file/jb8bhjwfh ... aze_op3.wz
Abandoned map with StartOptions Mod: http://www.mediafire.com/file/fs1cgz5zt ... ned_op3.wz
MOD2: Balance + Start options, verion 8
High-oil maps:
NTWMax2 + balance mod: http://www.mediafire.com/file/sw9654d4f ... x2_bal8.wz
SquaredV9 + balance mod: http://www.mediafire.com/file/fdefkcx7h ... V9_bal8.wz
TeamDuel + balance mod: http://www.mediafire.com/file/n21j7c8pp ... el_bal8.wz
Domination + balance mod: http://www.mediafire.com/file/8x0f0oyhh ... on_bal8.wz
ColosseumWZ + balance mod: http://www.mediafire.com/file/q6y7b0ae0 ... WZ_bal8.wz
Low-oil maps:
Rush + balance mod: http://www.mediafire.com/file/z77ubbdhs ... sh_bal8.wz
GreatRift + balance mod: http://www.mediafire.com/file/jov0hbeve ... ft_bal8.wz
Vision_X2 + balance mod: http://www.mediafire.com/file/egg71bsqh ... X2_bal8.wz
MizaMaze + balance mod: http://www.mediafire.com/file/tl79aau6a ... ze_bal8.wz
Abandoned + balance mod: http://www.mediafire.com/file/8zbedsje8 ... oned_b8.wz
Note: you dont need install mod, just copy modded maps in WZ map folder and play
Current mod version: 8
Known problems:
Problem 1: before installing map you have to remove all previous versions of this map-mod
Problem 2: map-mods conflict with each other. If you see strange labels instead game options this means what some other mod was loaded in WZ first. You have to remove all another map-mods.
Problem 3: Incompatible with last version of Iluvalar's Mod
WZ version: 2.3.8
Iluvalar's NRS Mod + start options on NTW map:
http://www.mediafire.com/file/73zw6ya65 ... s16_op3.wz
Balance changes in detail
List of changed parameters (stats) here http://www.mediafire.com/file/9md69q9jt ... _stats.txt
change log: http://www.mediafire.com/file/4nhssd3nf ... ngelog.txt
1) Problem: Most of T3 weapons total unusable
Solutions:
- decreased build time of all T3 weapons (20%)
- lasers improved (by build time)
2) Problem: light and medium bodies used rarely. In most cases all players use heavy bodies beacuse its better
Solution: improve all medium and light bodies (better speed, less cost)
3) Problem: Fortresses makes impossible to break defense with tanks.
Bunker busters can help, but what to do if you use cannons and not upgrade rockets?
Solutions:
- decrease range and splash damage of cannon fortress
- slighty decrease other fortresses
Cannon Fortress = 4 heavy cannons hardpoints? but in original WZ 2.3.8 cannon fortress have twice effectiveness than 4 heavy cannon hardpoints
4) Problem: Artillery very strong (high oil maps!)
player who was not built artillery have not any chances against player with artillery.
some players dont know how use artillery propertly but for expierenced players is fact that artillery too strong
Solutions:
- decrease damage and range for howitzer, ground shaker, hellstorm, incendiary howitzer (15%)
- new game option - able to set artillery limit from 0 to 255 (use structure limit screen)
Ripple rockets was not nerfed because this kind of artillery not so effective.
5) Problem:Thermal vtol bombs are very strong (high oil maps!)
Solutions: rebalance all vtol weapons and AA
see here: http://www.mediafire.com/file/pd23ge20j ... ancing.txt
6) Problem: Wheeled propulsion total not usable (less hp, gets more damage)
Solutions: increase stats of wheeled propulsion: HP, speed, build time
Also was slighty improved half-tracks and tracks
7) Propulsion&Weapon modifiers not affect Incendiary Damage
Solutions:
- slighty decrease Incendiary Damage for Incendiary Mortar and Incendiary Howitzer
- greatly decrease Incendiary Damage for plasmite, thermite bombs
flamer's Incendiary Damage not changed
8) Other small changes for interest :)
- make tank traps better usable (decreased price, increased HP)
- make towers better (decrease price, decrease build time)
- adjust all vtol-weapons like VTOL flashlight (are you hear about this weapon before?)
- Plasmite Bombs becomes artillery bombs (it was all rounder bombs such as cannon round)
- adjuct cannons and rocket balace (slighty improve cannons at early stage)
- greatly improve wyvern and gragon bodies
- new grey wall "Collective Wall" which have more defense but consumes much more power and build slower than common wall
- tracked propulsion slighty improved
- AA flak cannon improved (will not destroy your base)
- flashlight not replaced by pulse laser, you can use both weapons at same time
9) Problem: need much time to research highest technology level
Solutions: make slider for technology level in structure limit screen
Illustration of peace time logic:
MOD 2: Balance + Start options
Briefly about MOD:
Its original game with small balance changes and with new useful game options (peace time, tech levels etc.).
You dont need change your game strategy but u can effective use more various weapons and buildings than before. Most changes are related to the late stage of the game.
Mod designed for high oil games with experienced players.
Main problems, which i want solve with adjusting balance:
1) Most of weapons and buildings never get used in most games
Example1: u no need rail gun beacuse you can build more artillery, which much more efficient
Example2: all what u really need to research after 30th minute - is archangels
Example3: You don't need any defense except fortresses and artillery (and AA), dozens of defense structures never get in use
2) Artillery and vtols too strong, tank armies are usable only in game beginning (up to 30th minute at high oil maps)
Mod provides:
1. Some unusable stuff becomes better (T3 bodies and weapons, lasers, wheels etc.)
2. Nerf overpowered stuff: ground shakers, thermal bombs, cannon frotresses.
3. Added new useful game options (aviable from structure limit screen):
option 1: new! Peace time also known as build time which host can set in structure limit screen
If enemy breaks the border, he will be punished
option 2: new! "no defenses" - option to set defense limit from 255 to 0 (for each def. building)
option 3: Artillery and fortresses limit from 0 to 255
option 4: New technoly levels:
T1 - start with technologies like with adavanced base
T1.5 - tech level between T1 and T2 (medium cannon and lancer aviable and some other upgrades)
T4 - tech level when most of things researched but still need 40 minutes to complete research
T5 - tech level "RESEARCHED ALL"
option 5: initial amount of power: 5 000, 20 000, 100 000
option 6: Reveal map new!
-Reveal map for 2 seconds - very good for low-oil games to know players and oil positions
-Reveal map - see what your enemies doing all game
Downloads:
MOD1: Start options, verion 3
Only start options without any balance changes
Mod to load WZ with http://www.mediafire.com/file/54mwz6k59 ... ns3.mod.wz
Map-Mods with start options mod:
High-oil maps:
NTWMax2 map with StartOptions Mod: http://www.mediafire.com/file/qnx5yl14j ... ax2_op3.wz
SquaredV9 map with StartOptions Mod: http://www.mediafire.com/file/du4bd1os9 ... dV9_op3.wz
TeamDuel map with StartOptions Mod: http://www.mediafire.com/file/0h5yxi6jw ... uel_op3.wz
Domination map with StartOptions Mod: http://www.mediafire.com/file/545g4j4c8 ... ion_op3.wz
ColosseumWZ map with StartOptions Mod: http://www.mediafire.com/file/epf01ny4w ... mWZ_op3.wz
Low-oil maps:
Rush map with StartOptions Mod: http://www.mediafire.com/file/3qsi9yvts ... ush_op3.wz
GreatRift map with StartOptions Mod: http://www.mediafire.com/file/z3bn3iluu ... ift_op3.wz
Vision_X2 map with StartOptions Mod: http://www.mediafire.com/file/6cdx5xjo5 ... nX2_op3.wz
MizaMaze map with StartOptions Mod: http://www.mediafire.com/file/jb8bhjwfh ... aze_op3.wz
Abandoned map with StartOptions Mod: http://www.mediafire.com/file/fs1cgz5zt ... ned_op3.wz
MOD2: Balance + Start options, verion 8
High-oil maps:
NTWMax2 + balance mod: http://www.mediafire.com/file/sw9654d4f ... x2_bal8.wz
SquaredV9 + balance mod: http://www.mediafire.com/file/fdefkcx7h ... V9_bal8.wz
TeamDuel + balance mod: http://www.mediafire.com/file/n21j7c8pp ... el_bal8.wz
Domination + balance mod: http://www.mediafire.com/file/8x0f0oyhh ... on_bal8.wz
ColosseumWZ + balance mod: http://www.mediafire.com/file/q6y7b0ae0 ... WZ_bal8.wz
Low-oil maps:
Rush + balance mod: http://www.mediafire.com/file/z77ubbdhs ... sh_bal8.wz
GreatRift + balance mod: http://www.mediafire.com/file/jov0hbeve ... ft_bal8.wz
Vision_X2 + balance mod: http://www.mediafire.com/file/egg71bsqh ... X2_bal8.wz
MizaMaze + balance mod: http://www.mediafire.com/file/tl79aau6a ... ze_bal8.wz
Abandoned + balance mod: http://www.mediafire.com/file/8zbedsje8 ... oned_b8.wz
Note: you dont need install mod, just copy modded maps in WZ map folder and play
Current mod version: 8
Known problems:
Problem 1: before installing map you have to remove all previous versions of this map-mod
Problem 2: map-mods conflict with each other. If you see strange labels instead game options this means what some other mod was loaded in WZ first. You have to remove all another map-mods.
Problem 3: Incompatible with last version of Iluvalar's Mod
WZ version: 2.3.8
Iluvalar's NRS Mod + start options on NTW map:
http://www.mediafire.com/file/73zw6ya65 ... s16_op3.wz
Balance changes in detail
List of changed parameters (stats) here http://www.mediafire.com/file/9md69q9jt ... _stats.txt
change log: http://www.mediafire.com/file/4nhssd3nf ... ngelog.txt
1) Problem: Most of T3 weapons total unusable
Solutions:
- decreased build time of all T3 weapons (20%)
- lasers improved (by build time)
2) Problem: light and medium bodies used rarely. In most cases all players use heavy bodies beacuse its better
Solution: improve all medium and light bodies (better speed, less cost)
3) Problem: Fortresses makes impossible to break defense with tanks.
Bunker busters can help, but what to do if you use cannons and not upgrade rockets?
Solutions:
- decrease range and splash damage of cannon fortress
- slighty decrease other fortresses
Cannon Fortress = 4 heavy cannons hardpoints? but in original WZ 2.3.8 cannon fortress have twice effectiveness than 4 heavy cannon hardpoints
4) Problem: Artillery very strong (high oil maps!)
player who was not built artillery have not any chances against player with artillery.
some players dont know how use artillery propertly but for expierenced players is fact that artillery too strong
Solutions:
- decrease damage and range for howitzer, ground shaker, hellstorm, incendiary howitzer (15%)
- new game option - able to set artillery limit from 0 to 255 (use structure limit screen)
Ripple rockets was not nerfed because this kind of artillery not so effective.
5) Problem:Thermal vtol bombs are very strong (high oil maps!)
Solutions: rebalance all vtol weapons and AA
see here: http://www.mediafire.com/file/pd23ge20j ... ancing.txt
6) Problem: Wheeled propulsion total not usable (less hp, gets more damage)
Solutions: increase stats of wheeled propulsion: HP, speed, build time
Also was slighty improved half-tracks and tracks
7) Propulsion&Weapon modifiers not affect Incendiary Damage
Solutions:
- slighty decrease Incendiary Damage for Incendiary Mortar and Incendiary Howitzer
- greatly decrease Incendiary Damage for plasmite, thermite bombs
flamer's Incendiary Damage not changed
8) Other small changes for interest :)
- make tank traps better usable (decreased price, increased HP)
- make towers better (decrease price, decrease build time)
- adjust all vtol-weapons like VTOL flashlight (are you hear about this weapon before?)
- Plasmite Bombs becomes artillery bombs (it was all rounder bombs such as cannon round)
- adjuct cannons and rocket balace (slighty improve cannons at early stage)
- greatly improve wyvern and gragon bodies
- new grey wall "Collective Wall" which have more defense but consumes much more power and build slower than common wall
- tracked propulsion slighty improved
- AA flak cannon improved (will not destroy your base)
- flashlight not replaced by pulse laser, you can use both weapons at same time
9) Problem: need much time to research highest technology level
Solutions: make slider for technology level in structure limit screen
Illustration of peace time logic: