Mod Request =D (artifacts)

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NoQ
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Mod Request =D (artifacts)

Post by NoQ »

(Split from the other mod request topic.)

I also have a mod request (probably this thread should be made sticky? No). This should be easy but i'm not yet sure how to do it.

This mod should prevent human players from researching any new technologies. Player starts with only machine gun, mg tower and probably one MG upgrade (which seems to be a good start), and can't research anything else unless he recovers it as an artefact. Though later you can research upgrades that depended on these artefacts. Much like in the campaign!

This would make skirmish really difficult. I've tried playing an 8 player FFA on the `clover' map while obeying this rule (with the AIs being weakened a little), and even managed to acquire Lancer VTOLs, but was ultimately sweeped out by tiger tanks. :stressed:
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Olrox
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Re: Mod Request =D (artifacts)

Post by Olrox »

hao wrote:(Split from the other mod request topic.)

I also have a mod request (probably this thread should be made sticky? No). This should be easy but i'm not yet sure how to do it.

This mod should prevent human players from researching any new technologies. Player starts with only machine gun, mg tower and probably one MG upgrade (which seems to be a good start), and can't research anything else unless he recovers it as an artefact. Though later you can research upgrades that depended on these artefacts. Much like in the campaign!

This would make skirmish really difficult. I've tried playing an 8 player FFA on the `clover' map while obeying this rule (with the AIs being weakened a little), and even managed to acquire Lancer VTOLs, but was ultimately sweeped out by tiger tanks. :stressed:
Well, you can disable all research facilities via Structure limits menu and go getting the artefacts from enemy factories, I think. You would need to start with bases to have weapons already, of course.

I'm pretty sure that picking up artefacts from enemy factories already researches the tech, is that true? I may test it if no one has a ready answer.

~Olrox
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Re: Mod Request =D (artifacts)

Post by NoQ »

Well, you can disable all research facilities via Structure limits menu and go getting the artefacts from enemy factories, I think.
This would disable enemy research facilities as well, wouldn't it? This mod should give a big advantage to the AI allowing only them to research new things.
I'm pretty sure that picking up artefacts from enemy factories already researches the tech, is that true? I may test it if no one has a ready answer.
No, it just allows you to research it [even if you didn't reach it yet].
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Re: Mod Request =D (artifacts)

Post by 3drts »

yea... the way it currently is... you have only research fuel injection engine mk1, and could pick up a gas turbine mk3 artefact, and research Gas turbine Mk3 (and get the maximum engine output?) without researching Fuel Injection mk2,3, turbocharged mk1-3, and gas turbine 1,2.

Yet you can still research the tubro and injection upgrades, though I presume you gain no benefit from them, unless they are needed to unlock something else.

I think it should change such that if I research gas turbine mk3 from an artefact, it should automatically complete all other engine upgrades.

Anytime you research something from an artefact, you should get all the pre-reqs (and the prereqs of the pre reqs, and so on) when the research completes.
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Re: Mod Request =D (artifacts)

Post by NoQ »

Yet you can still research the tubro and injection upgrades, though I presume you gain no benefit from them, unless they are needed to unlock something else.
This also adds up to the fun. ;) You'll need a lot of luck to get *good* artefacts.
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Re: Mod Request =D (artifacts)

Post by 3drts »

Well, in MP, part of the problem is for any hope of getting an artefact that can allow you to possibly skip ahead in research, the one who drops it has to be ahead in research, which means you will have to be destroying the base of some one who is ahead in technology, which is not easy when you are behind in technology
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Re: Mod Request =D (artifacts)

Post by Olrox »

3drts wrote:Well, in MP, part of the problem is for any hope of getting an artefact that can allow you to possibly skip ahead in research, the one who drops it has to be ahead in research, which means you will have to be destroying the base of some one who is ahead in technology, which is not easy when you are behind in technology
Not to mention the always funny situation of getting "cyborg propulsion layout" - makes newbies think "OMFG I can design cyborgs now!!!!" and go to the design menu. I did that when I was a newbie myself :stare:

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Re: Mod Request =D (artifacts)

Post by NoQ »

... which means you will have to be destroying the base of some one who is ahead in technology, which is not easy when you are behind in technology
True. :rolleyes:
It is up to the player to find some balance that makes the game playable. You can compensate it with reducing the AI cheating bar.
Not to mention the always funny situation of getting "cyborg propulsion layout"
Well, by the way, sometimes you get these dummy artefacts even if you're far behind in technology.
_________________

So this mod idea boils down to not letting human research the following 4 technologies (or disabling them completely while giving them to the AIs immediately):

1. The second MG upgrade (some A%$#*/@ MG bullets)
2. Light cannon
3. Sensors
4. Engineering

But i'm still unsure if anyone can help me in this since even this question remains unanswered xD
_________________

upd: oh my, i've found something!!
http://members.shaw.ca/kgmetcalfe2/Warz ... Notes.html
enableComponent(COMPONENT, PLAYER)
This function makes a component found to a player - so that they can research a topic that requires the component COMPONENT is any type of Body, Propulsion, Weapon, ECM, Sensor, Construct etc.
PLAYER is the id of the player who gets the component

makeComponentAvailable(COMPONENT, PLAYER)
This function makes a component available to a player - so that they can build Units using this component
COMPONENT is any type of Body, Propulsion, Weapon, ECM, Sensor, Construct etc
PLAYER is the id of the player who gets the component

enableStructure(STRUCTURESTAT, PLAYER)
This function makes a structure available to a player - so that they can research a topic that requires the structure or build the structure STRUCTURESTAT is defined by the name from Access
PLAYER is the id of the player who gets the structure

enableResearch(RESEARCHSTAT, PLAYER)
This function makes a research topic available to a player regardless of its pre-requisites
RESEARCHSTAT is defined by the name from Access
PLAYER is the id of the player who gets the research

completeResearch(RESEARCHSTAT, PLAYER)
This function acts as if the research was performed by the player giving them the results
RESEARCHSTAT is defined by the name from Access
PLAYER is the id of the player who gets the research
But unfortunately i don't see any "disableResearch" etc. functions :(