Enable vehicle transport on multiplay/skirmish

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
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Roux Le Corps
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Re: Enable vehicle transport on multiplay/skirmish

Post by Roux Le Corps »

soz i didnt read it like that i saw it as just to and from like vtols :\ ~feels silly~
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mrvn
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Re: Enable vehicle transport on multiplay/skirmish

Post by mrvn »

Hi,

- I like the idea of an LZ building. Making it big and expensive makes it difficult to build so it won't be used everywhere on a whim.

- I like the idea that a LZ can be compromised. Transports are fragile things, esspecially during takeoff and landing. If someone shoots at a landing transport it is going to crash. So pilots won't risk it.

- I like the idea of being able to use any LZ. But you have to take the LZ over first. That means send some tanks or cyborgs and clear out the local units and fixed defenses. See how that makes Cyborgs needed again. :)

- It might be usefull to draw the flight path of transports on the radar map (only if radar tower exists?). That would act as an early warning system and give enemies time to react, e.g. retacke the LZ.

MfG
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Rman Virgil
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Re: Enable vehicle transport on multiplay/skirmish

Post by Rman Virgil »

mrvn wrote:Hi,

- I like the idea of an LZ building. Making it big and expensive makes it difficult to build so it won't be used everywhere on a whim.

- I like the idea that a LZ can be compromised. Transports are fragile things, esspecially during takeoff and landing. If someone shoots at a landing transport it is going to crash. So pilots won't risk it.

- I like the idea of being able to use any LZ. But you have to take the LZ over first. That means send some tanks or cyborgs and clear out the local units and fixed defenses. See how that makes Cyborgs needed again. :)

- It might be usefull to draw the flight path of transports on the radar map (only if radar tower exists?). That would act as an early warning system and give enemies time to react, e.g. retacke the LZ.

MfG
Mrvn
Yup. IMHO, one of the very best ideas in this whole BB. For a slew of reasons... not least that it is derived directly from the WZ 2100 Campaign mechanics whereas so many of the pipe-dreams proposed here abouts are merely obvious rips from other games or reiterations of ideas proposed in the first 6 months of retail release 10 + years ago - and countless time since..

Sometimes I think most peeps get-off more on posting pipe dream wishes than actually playing the game - let alone doing something helpful like beta-testing the work of Modders & Mappers and offering constructive feedback for improving said works.

- RV :ninja:

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JDW
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Re: Enable vehicle transport on multiplay/skirmish

Post by JDW »

Rman Virgil wrote: Yup. IMHO, one of the very best ideas in this whole BB. For a slew of reasons... not least that it is derived directly from the WZ 2100 Campaign mechanics whereas so many of the pipe-dreams proposed here abouts are merely obvious rips from other games or reiterations of ideas proposed in the first 6 months of retail release 10 + years ago - and countless time since..

Sometimes I think most peeps get-off more on posting pipe dream wishes than actually playing the game - let alone doing something helpful like beta-testing the work of Modders & Mappers and offering constructive feedback for improving said works.

- RV :ninja:

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Aw, come on RV, don't be so hard on the community. By the way, about your new map, I've been trying to test it, but my trunk version keeps crashing :( , reported a bug on it. ( #1968 )
"Speak when you are angry and you will make the best speech you will ever regret."
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Rman Virgil
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Re: Enable vehicle transport on multiplay/skirmish

Post by Rman Virgil »

Rman Virgil wrote: Yup. IMHO, one of the very best ideas in this whole BB. For a slew of reasons... not least that it is derived directly from the WZ 2100 Campaign mechanics whereas so many of the pipe-dreams proposed here abouts are merely obvious rips from other games or reiterations of ideas proposed in the first 6 months of retail release 10 + years ago - and countless time since..

Sometimes I think most peeps get-off more on posting pipe dream wishes than actually playing the game - let alone doing something helpful like beta-testing the work of Modders & Mappers and offering constructive feedback for improving said works.

- RV :ninja:

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j0shdrunk0nwar wrote:Aw, come on RV, don't be so hard on the community. By the way, about your new map, I've been trying to test it, but my trunk version keeps crashing :( , reported a bug on it. ( #1968 )
Aw.... ok. :)

Yea.... I haven't tested on Trunk because of the way the new Terrain Renderer handles textures.... especially because of the way I have crafted Cliff Face throughout the map. Indeed the map highlights some of the things that are not quite working right even in the 2.3.x version - like DF ballistics.

- RV :ninja:

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JDW
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Re: Enable vehicle transport on multiplay/skirmish

Post by JDW »

Rman Virgil wrote: Yea.... I haven't tested on Trunk because of the way the new Terrain Renderer handles textures.... especially because of the way I have crafted Cliff Face throughout the map. Indeed the map highlights some of the things that are not quite working right even in the 2.3.x version - like DF ballistics.

- RV :ninja:

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:hmm: So I guess I better compile the 2.3.1 version now..
"Speak when you are angry and you will make the best speech you will ever regret."
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Rman Virgil
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Re: Enable vehicle transport on multiplay/skirmish

Post by Rman Virgil »

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:hmm: So I guess I better compile the 2.3.1 version now..
How come you have to compile ? There's no install version for your platform OS ? Just curious.

As for Trunk's terrain renderer - it's pretty cool for the most part but the non-rotation for cliff texture is a real drawback for me at least.

- RV 8)

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JDW
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Re: Enable vehicle transport on multiplay/skirmish

Post by JDW »

Rman Virgil wrote: How come you have to compile ? There's no install version for your platform OS ? Just curious.

As for Trunk's terrain renderer - it's pretty cool for the most part but the non-rotation for cliff texture is a real drawback for me at least.

- RV 8)

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No, I play on my Linux machine, and I do enjoy compiling the source code, it's just more fun. Weird, right? :lol2:
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Rman Virgil
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Re: Enable vehicle transport on multiplay/skirmish

Post by Rman Virgil »

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Ah, I see. I hate compiling myself. :augh:


BTW - thank you for testing with Trunk. I've been looking at the ticket files you posted. Very instructive. I learned about the Tank Trap limit the other day myself and made adjustments already in the SP Skirmish version. The Scav Factories I'll have to change in both versions. These will also be useful for flaME - checks before compiling the map. These were helpful checks in EW & 32EW - it wouldn't let you compile a map until you made the essential corrections.

But the other stuff - I'll look at but it obviously does not crash the v.2.3.x so this all might be of use the devs as far as Trunk unnecessarily crashing - perhaps. But then again WHY it crashes when your trucks try and build your first structure - I don't have a clue.

We can all learn something useful from your experience. Once things become clearer on the code side I'll make any changes that may be required to run in Trunk - except the Cliff face deal.... if that is in any way related - though it may not be at all. We'll see.

Again, thanks for testing in Trunk. :) This will prove very useful I think.

- RV :ninja:

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JDW
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Re: Enable vehicle transport on multiplay/skirmish

Post by JDW »

Rman Virgil wrote:I learned about the Tank Trap limit the other day myself and made adjustments already in the SP Skirmish version.
I don't know if you did this, but if you go through the Terminal Log file attached to my ticket #1968, you'll see things like
[buildFeature] *Boulder 3*(70) already placed at (16+1, 166+1) when trying to place *Boulder 3*(162264) at (16+1, 166+1) - removing it
buildFeature] *Ruin5*(494) already placed at (179+1, 98+1) when trying to place *Ruin5*(162712) at (179+1, 98+1) - removing it
[buildStructure] Player 7: Building A0TankTrap could not be built due to building limits (has 255, max 255)
[buildStructure] Player 1 (AI): is building A0PowerGenerator at (17, 234) but found A0PowerGenerator already at (17, 234)
I might be totally off-target here, but does it seem like your map has exceeded some other limitations as well? Or maybe my machine hardware isn't capable of handling it? :o
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Rman Virgil
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Re: Enable vehicle transport on multiplay/skirmish

Post by Rman Virgil »

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j0shdrunk0nwar wrote:... :o
Yea.... that's what I was referring to looking at in your filed ticket.

Some of those are hard-coded limits. Hardware does not matter. But they should not crash the game. They are simply removed upon load. That's how v.2.3.x handles it.

I'll have to look at the suggested double-placements. That's an easy mistake to do in flaME. But still.... that should not crash the game.... and does not in v.2.3.x. It is simply not placed on load.

BTW... the Tank Transport is hard-coded out of MP..... by this dev project.... In Pumpkin's Retail release it was not hard-coded out so you could make Mods with it.

- RV
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JDW
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Re: Enable vehicle transport on multiplay/skirmish

Post by JDW »

Rman Virgil wrote:.

BTW... the Tank Transport is hard-coded out of MP..... by this dev project.... In Pumpkin's Retail release it was not hard-coded out so you could make Mods with it.

- RV
Interesting.
"Speak when you are angry and you will make the best speech you will ever regret."
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lav_coyote25
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Re: Enable vehicle transport on multiplay/skirmish

Post by lav_coyote25 »

well hardcode the damn thing back in please. there are those of us that wish to use it. the only ones that dont want to use it are those that cant see the usefullness. if your wanting balance - limit them to 2 each player. unless of course your afraid of them.
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Black Project
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Re: Enable vehicle transport on multiplay/skirmish

Post by Black Project »

Sorry about reviving this thread, forgive me, but it's a question that sometimes is revolting to me :lecture:

Why not make the new vehicle transporter code carry only 5 vehicles?

Then make it 50% expensive than the cyborg transport and 1.5x slower to produce and can only be manufactured on Heavy VTOL Factory

Those could fix the balance issue with cyborgs :wink:

Regards BP
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lav_coyote25
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Re: Enable vehicle transport on multiplay/skirmish

Post by lav_coyote25 »

the balance question is only in the mind of those that dont know how to use it properly or dont want to use it .(period). :3 XD