Warzone 2100: Contingency (Beta now released)
Re: Warzone 2100: Contingency (Beta now released)
You should make a Guide!
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Groete Andrie
Groete Andrie
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Re: Warzone 2100: Contingency (Beta now released)
I do have a tips and tricks section at the 1st post.
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Re: Warzone 2100: Contingency (Beta now released)
Ah, I see. Well, I don't think that we're able to create such a guide on this site. Although, we could create a guide for the Contingency mod on Wikizone 2100.
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Re: Warzone 2100: Contingency (Beta now released)
That is what I meant, but I don't like wikia!
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Groete Andrie
Groete Andrie
Re: Warzone 2100: Contingency (Beta now released)
I think ultimately we need to get the Guide on this site more data-driven (if it isn't already).
Combined with the addons section, the guide could then allow you to tick which addons you're using and output a guide specific to those addons in combination with the relevant warzone version.
Combined with the addons section, the guide could then allow you to tick which addons you're using and output a guide specific to those addons in combination with the relevant warzone version.
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Re: Warzone 2100: Contingency (Beta now released)
I still have the data reading php functions. I could easily produce all kind of table from raw data
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Re: Warzone 2100: Contingency (Beta now released)
Version 0.6.2 is out, and I hope that 10 minutes will be enough time for players to research some decent anti-air weaponry before Scavenger choppers start showing up.
Players may also notice that they now get a tiny amount of power each second. I finally figured out how to program a means to give power to players, other than through Power Generators and Oil Derricks. Because of this, I can finally implement those resourceless power generators that I always wanted to add in earlier. (Wind Farms were also added into Contingency 0.6.2, and they work as intended, though they're currently unavailable for research until I work on a new .pie model for them to use.)
I've also done a bit of work in terms of adapting NoQ's Volcanic and Paradise Tilesets into a format that's more compatable with Contingency. I imported the palm tree and crystal models from those mods (renaming them in the process), and created new features that use those models, so that mapmakers could use them alongside the default Arizona boulder models (which NoQ's mods replaced with said palm tree and crystal models), or eachother even.
Players may also notice that they now get a tiny amount of power each second. I finally figured out how to program a means to give power to players, other than through Power Generators and Oil Derricks. Because of this, I can finally implement those resourceless power generators that I always wanted to add in earlier. (Wind Farms were also added into Contingency 0.6.2, and they work as intended, though they're currently unavailable for research until I work on a new .pie model for them to use.)
I've also done a bit of work in terms of adapting NoQ's Volcanic and Paradise Tilesets into a format that's more compatable with Contingency. I imported the palm tree and crystal models from those mods (renaming them in the process), and created new features that use those models, so that mapmakers could use them alongside the default Arizona boulder models (which NoQ's mods replaced with said palm tree and crystal models), or eachother even.
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
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Re: Warzone 2100: Contingency (Beta now released)
Can't wait to see wind farms (will they look like this or this?) ... Will you be adding solar stations as well?
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Re: Warzone 2100: Contingency (Beta now released)
I'm personally leaning more towards the VAWTs since they're more versatile in where you can place them, and while I previously considered adding solar power plants, I decided against it.
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Re: Warzone 2100: Contingency (Beta now released)
+1 for VAWTs, much more logical design choice. Although if time permits it would perhaps be comforting to see some old school HAWTs, maybe as an early form of wind turbine (just like in real life where HAWTs are most common form currently).
BTW, for wind turbines, instead of having research increase their output (as most of the existing research seems squarely aimed at oil and power gens), why not increase their output based on their altitude? You can get the .z of a structure using enumStruct(), etc, so it's easy to determine the altitude of each WT and adjust it's power output accordingly. The higher the ground it's built on, the more power it generates (not strictly true to real-life, but a simple approach and easy for players to understand what they need to do in order to get more power). This way players have to think about where to place them. I can think of some obvious locations for them on maps like Sk-Startup -- those two mountains in the middle of the map.
If the WTs produce generally less power than a derrick, the player would have to build lots of them to get a real power advantage. But if they cost about the same or maybe more than a derrick, and a relatively low HPs so easy to destroy, abuse would be minimised. Players would still need to go after derricks, but in situations where they can't get more derricks, the WTs are their next best option.
Also, are you factoring in power level?
BTW, for wind turbines, instead of having research increase their output (as most of the existing research seems squarely aimed at oil and power gens), why not increase their output based on their altitude? You can get the .z of a structure using enumStruct(), etc, so it's easy to determine the altitude of each WT and adjust it's power output accordingly. The higher the ground it's built on, the more power it generates (not strictly true to real-life, but a simple approach and easy for players to understand what they need to do in order to get more power). This way players have to think about where to place them. I can think of some obvious locations for them on maps like Sk-Startup -- those two mountains in the middle of the map.
If the WTs produce generally less power than a derrick, the player would have to build lots of them to get a real power advantage. But if they cost about the same or maybe more than a derrick, and a relatively low HPs so easy to destroy, abuse would be minimised. Players would still need to go after derricks, but in situations where they can't get more derricks, the WTs are their next best option.
Also, are you factoring in power level?
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Re: Warzone 2100: Contingency (Beta now released)
Version 0.7 is out now, along with a new structure:
By the way, I tried to create a new .ani file that I was going to use for the turbine, but I can't seem to figure out how to make it all work, so I instead had to put a sensor on top of the structure (set to 0 range) to get the thing to animate.Creator of Warzone 2100: Contingency!
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Re: Warzone 2100: Contingency (Beta now released)
Is that a new skybox as well?
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Re: Warzone 2100: Contingency (Beta now released)
It's new to the Arizona tileset since version 0.6, but it's actually the skybox that's normally used for the Urban and Rockies tilesets. I thought that it would brighten up the Arizona tileset some to switch to using this skybox.
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Re: Warzone 2100: Contingency (Beta now released)
Version 0.7.1 is out, though it's just a hotfix for some missing Railgun ROF research.
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