Warzone 2100: Contingency (Beta now released)
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Shadow Wolf TJC
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Re: Warzone 2100: Contingency (Beta now released)
@Arreon: After some fiddling around, I finally found out how to fix that bug. I'll soon release another patch (as soon as I finish work on something else that I was working on, which shouldn't take long to implement).
It seems as if structures that are meant to be limited in numbers (such as Factories, Research Facilities, etc.) need to be close to the top of structures.txt. Otherwise, the structure limiter won't work properly (most likely due to the script ceasing to check for them when the structure count exceeds a certain number). That's probably why players and AI were able to build them, even when their limit was set to 0.
In order to be able to build hardpoints, you'll need to research the hardpoint base (which requires structure materials upgrades and more advanced wall types, like Supercrete Wall or Plascrete Wall), and the hardpoint's turret, just like you would research a vehicle's body, propulsion, and turret. Once all that's researched, you'll then need to research the complete hardpoint (sadly, I'm unable to implement a design screen for structures), and then, it should appear in your construction screen in an instant.
@Tenoh: I haven't done any modifications to the NEXUS AI since the mod was released for beta testing. Even now, I haven't gotten around to it due to other things that needed to be done.
Also, what do you mean by the building selection works badly in beta 10 and 11?
It seems as if structures that are meant to be limited in numbers (such as Factories, Research Facilities, etc.) need to be close to the top of structures.txt. Otherwise, the structure limiter won't work properly (most likely due to the script ceasing to check for them when the structure count exceeds a certain number). That's probably why players and AI were able to build them, even when their limit was set to 0.
In order to be able to build hardpoints, you'll need to research the hardpoint base (which requires structure materials upgrades and more advanced wall types, like Supercrete Wall or Plascrete Wall), and the hardpoint's turret, just like you would research a vehicle's body, propulsion, and turret. Once all that's researched, you'll then need to research the complete hardpoint (sadly, I'm unable to implement a design screen for structures), and then, it should appear in your construction screen in an instant.
@Tenoh: I haven't done any modifications to the NEXUS AI since the mod was released for beta testing. Even now, I haven't gotten around to it due to other things that needed to be done.
Also, what do you mean by the building selection works badly in beta 10 and 11?
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Arreon
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Re: Warzone 2100: Contingency (Beta now released)
Shadow Wolf TJC wrote:@Arreon: After some fiddling around, I finally found out how to fix that bug. I'll soon release another patch (as soon as I finish work on something else that I was working on, which shouldn't take long to implement).
That's good to hear.
It seems as if structures that are meant to be limited in numbers (such as Factories, Research Facilities, etc.) need to be close to the top of structures.txt. Otherwise, the structure limiter won't work properly (most likely due to the script ceasing to check for them when the structure count exceeds a certain number). That's probably why players and AI were able to build them, even when their limit was set to 0.
That explains a lot.
In order to be able to build hardpoints, you'll need to research the hardpoint base (which requires structure materials upgrades and more advanced wall types, like Supercrete Wall or Plascrete Wall), and the hardpoint's turret, just like you would research a vehicle's body, propulsion, and turret. Once all that's researched, you'll then need to research the complete hardpoint (sadly, I'm unable to implement a design screen for structures), and then, it should appear in your construction screen in an instant.
No, this is different. Before, I was able to research the Hardpoint base itself, but that seems to have disappeared in recent releases. I've gone all the way to Supercrete Bunkers and Firebases without seeing a Supercrete Hardpoint to research. That's what I mean.
@Tenoh: I haven't done any modifications to the NEXUS AI since the mod was released for beta testing. Even now, I haven't gotten around to it due to other things that needed to be done.
Also, what do you mean by the building selection works badly in beta 10 and 11?
I think I can explain that one. It's to do with the Warzone build itself. When I go to place a building for construction, sometimes the green silhouette jitters about. Not only that but clicking on a unit or a building is a challenge because of the awful cursor detection. That's something that the developer will need to fix.
@ Tenoh - is that what you were trying to say?
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Shadow Wolf TJC
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Re: Warzone 2100: Contingency (Beta now released)
@Arreon: Did you research Supercrete Walls and Supercrete Towers? Hardpoints in general require both Tower Construction and Wall Construction technologies of the same tier.
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Arreon
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Re: Warzone 2100: Contingency (Beta now released)
I'm glad you asked that because Towers do not appear either as a research item, and they did in the past.Shadow Wolf TJC wrote:@Arreon: Did you research Supercrete Walls and Supercrete Towers? Hardpoints in general require both Tower Construction and Wall Construction technologies of the same tier.
EDIT: I researched Supercrete Emplacements and Supercrete Walls. Towers did not appear. Now if I remember correctly, to get to Hardpoint, you need to research towers first. I think you need to take a look at the research tree, especially the towers.
EDIT: Never mind, I found what the problem was. It was a mod conflict.
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Shadow Wolf TJC
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Re: Warzone 2100: Contingency (Beta now released)
OK. I was about to say that the Hardcrete Towers required Steel Tower construction as a prerequisite, and that the Hardcrete Walls required Tank Traps as a prerequisite. 
By the way, which mod was in conflict with Contingency?
By the way, which mod was in conflict with Contingency?
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Arreon
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Re: Warzone 2100: Contingency (Beta now released)
It was your Enhanced SitRep Mod.
@ NoQ - I'd really like to see an AI personality that uses ALL the technologies and weapon branches.
@ NoQ - I'd really like to see an AI personality that uses ALL the technologies and weapon branches.
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aubergine
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Re: Warzone 2100: Contingency (Beta now released)
Enhanced SitRep has a custom rules.js, as does Contingency, so they can't be used together. I have some thoughts on how to work round such issues but not had chance to implement yet.
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Shadow Wolf TJC
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Re: Warzone 2100: Contingency (Beta now released)
@Arreon: Supposedly, a Nullbot set on Easy difficulty would try to research everything on the tech tree. Perhaps you could try that?
Also, Contingency already has the "original" Enhanced SitRep Mod's functions built into it (since it was developed as an offshoot from Contingency), though it's nowhere nearly as complex as Aubergine's later versions.
@aubergine: I could try to split up the different functions within rules.js into 1 or more separate .js files that are called by rules.js.
Also, Contingency already has the "original" Enhanced SitRep Mod's functions built into it (since it was developed as an offshoot from Contingency), though it's nowhere nearly as complex as Aubergine's later versions.
@aubergine: I could try to split up the different functions within rules.js into 1 or more separate .js files that are called by rules.js.
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aubergine
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Re: Warzone 2100: Contingency (Beta now released)
@Shadow - I already split out files in Enhanced SitRep - see v0.8 for latest version.
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Shadow Wolf TJC
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Re: Warzone 2100: Contingency (Beta now released)
I know. I was talking about the rules.js file in Contingency.
Edit: Might as well put version 0.4.1 out now:
Edit: Might as well put version 0.4.1 out now:
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aubergine
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Re: Warzone 2100: Contingency (Beta now released)
Using those models for AA is confusing IMHO, because they look like surface-to-surface weapons. The old cylindrical grey AA models were more easy to distinguish.
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Giani
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Re: Warzone 2100: Contingency (Beta now released)
+1aubergine wrote:Using those models for AA is confusing IMHO, because they look like surface-to-surface weapons. The old cylindrical grey AA models were more easy to distinguish.
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Shadow Wolf TJC
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Re: Warzone 2100: Contingency (Beta now released)
Point taken. Now that you mention it, the Quad Minipods look too much like SAM weapons, partially because they currently use turret graphics that are shared with SAMs, so I'll be giving them different .pie models for their turrets. After that, all the weapons that use trmmslsa.pie, trhmslsa.pie, and trmair3.pie would only be SAM weapons such as the Sunburst and Vindicator.
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Tenoh
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Re: Warzone 2100: Contingency (Beta now released)
I was trying to say that building tab selection doesnt work well in sense of jumping back a page.example, first page of tabs is full of bunkers, since nothing else will fit in on the first page itll all go to the second page of tabs like guard towers.... the problem is that if i want to go through tabs on second page one by one, itll drop me back on the first page wich is frustrating sinse there are lots of buildings... lots! and finding one you want to build is a pain!
edit: again, love the mod! cant get enough of it! needs something to be done to make choosing to building easier. We still cant make designeable building,like units, cant we?
edit: again, love the mod! cant get enough of it! needs something to be done to make choosing to building easier. We still cant make designeable building,like units, cant we?
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Shadow Wolf TJC
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Re: Warzone 2100: Contingency (Beta now released)
I see. I've noticed that bug as well for a while, and it seems hard-coded. I'd open up a ticket for that.
I also wish that there was a tab that allowed players to switch between base structures and defenses.
I also wish that there was a tab that allowed players to switch between base structures and defenses.
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