Slow Research Mod

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kai
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Posts: 4
Joined: 23 Feb 2010, 23:35

Slow Research Mod

Post by kai »

Hello,

I'm sure that most users will find this mod most annoying, but I am sure that some experienced players can appreciate it :-)

Download Slow Research from the Slow Research Homepage

Experienced players have optimised their research in such a way that many technologies are outdated a few minutes after they have been researched. The lifespan of some weapons is very short in games with experienced players. For example ripple rockets are available in less than 19 minutes (T1, no starting bases), which makes mortars pretty much useless. When someone tries to use mortar or bombard pits, the opponent can simply build a few bunkers and wait for CB tower and ripple rockets. Even a huge field of mortar pits can only destroy a few bunkers before it gets smashed by ripple rockets.
With this mod, ripple rockets will be available around game minute 37, which makes mortars more attractive.

It does not slow down the entire game! Production speed and unit movement speed as well as power income are unchanged. So relative to the research, these elements are twice as fast now. For example in the previously short time span from when twin mg gets researched until the research of heavy MG (or a different superior counter weapon like mini pod), a player can build twice as many tanks with twin MG and move twice as far with them as before.

It is an alpha and not well tested! Please report any problems.

License: LGPL

Kai
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Black Project
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Re: Slow Research Mod

Post by Black Project »

Hi kai, welcome to the forums!

I just wanna pass a little tip that might let you mod a bit atractive.

Instead of increasing twice the price and research time of researching, why not reduce the effectiveness of the Research Facility?

It's very simple:

1) Create a .WZ
2) just copy the "stats/functions.txt" to this new .WZ file
3) Open the functions.txt file
4) Now find the following lines:

Research Upgrade,Struc-Research-Upgrade01,30
Research Upgrade,Struc-Research-Upgrade02,60
Research Upgrade,Struc-Research-Upgrade03,90
Research Upgrade,Struc-Research-Upgrade04,120
Research Upgrade,Struc-Research-Upgrade05,150
Research Upgrade,Struc-Research-Upgrade06,180
Research Upgrade,Struc-Research-Upgrade07,210
Research Upgrade,Struc-Research-Upgrade08,240
Research Upgrade,Struc-Research-Upgrade09,270
Research,Research Facility,14
Research,Research Module,12


Reduce their values 2 times or more if you want, will be something like this

Research Upgrade,Struc-Research-Upgrade01,15
Research Upgrade,Struc-Research-Upgrade02,30
Research Upgrade,Struc-Research-Upgrade03,45
Research Upgrade,Struc-Research-Upgrade04,60
Research Upgrade,Struc-Research-Upgrade05,75
Research Upgrade,Struc-Research-Upgrade06,90
Research Upgrade,Struc-Research-Upgrade07,105
Research Upgrade,Struc-Research-Upgrade08,120
Research Upgrade,Struc-Research-Upgrade09,135
Research,Research Facility,7
Research,Research Module,6


If you're not satisfied, you can reduce even more. I'll send you a PM with the file if you want.

Any doubts about the .txt files, just ask me :D

Regards BP
kai
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Posts: 4
Joined: 23 Feb 2010, 23:35

Re: Slow Research Mod

Post by kai »

Hello,

thanks for the tip! I didn't know that I could do that with a normal script/data mod. I am now strongly considering to follow your suggestion.

Kai
Dylan Hsu
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Re: Slow Research Mod

Post by Dylan Hsu »

You know, ripple rockets got/are getting quite nerfed for b11
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Zarel
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Location: Minnesota, USA

Re: Slow Research Mod

Post by Zarel »

Black Project wrote:Instead of increasing twice the price and research time of researching, why not reduce the effectiveness of the Research Facility?
This is a good tip.
Black Project wrote:Research,Research Facility,7
Research,Research Module,6
This is a good tip.
Black Project wrote:Research Upgrade,Struc-Research-Upgrade01,15
This is a bad tip.

If you want to halve research speed, you should only be hitting R Facility and R Module. The upgrades are percentages, so they should stay untouched (or otherwise endgame researches, which already take like 10 minutes per research, will take far longer than twice the time they currently take.)
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Black Project
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Re: Slow Research Mod

Post by Black Project »

Zarel wrote:If you want to halve research speed, you should only be hitting R Facility and R Module. The upgrades are percentages, so they should stay untouched (or otherwise endgame researches, which already take like 10 minutes per research, will take far longer than twice the time they currently take.)
Hehe, so i could imagine the Gauss Cannon taking about 1 HOUR (or even more) to be researched if nerfing the research upgrades too :D xD

Regards BP
kai
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Joined: 23 Feb 2010, 23:35

Re: Slow Research Mod

Post by kai »

Thanks a lot Black Project & Zarel,

all your suggestions have been implemented.

Kai
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DarkCheetah
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Re: Slow Research Mod

Post by DarkCheetah »

yeah research go to fast sometime! i'd apreciete it when we finaly have one mod that slows it down!
... where did all the good ol classic ai's gone to? Turtle AI , Super AI
Dalton
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Re: Slow Research Mod

Post by Dalton »

Kai did you ask trucks approval?

Edit Mistake of Kai's disregard that please. :stressed:
kai_
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Re: Slow Research Mod

Post by kai_ »

Daltx wrote:Kai did you ask trucks approval?

Edit Mistake of Kai's disregard that please. :stressed:
xD xD xD
No wonder it said "kai" was in use.
I should have done my nick to "kracker" (my secondary nick). :P :3
I didnt know that somone else here had the same name :P