I just found out that 3.1 was released, and I'll play it when I get the chance. If NRS works on 3.1 (I play alone), then don't worry about the master builds, since I'm perfectly content with what I've reading about 3.1Iluvalar wrote:I just tried 3.1 and it crash when someone try to join my game... so i'm trying to find an host or irc, but it's not easy... As lonf as it is like that, i wont spend hours to convert the mod to an unplayed obscure fork. I'm still amazed how much they have been willing to spend on an unstable, unplayed game. I'm not like this, I develop on the version that is played.
[mod]Next Research System (NRS) 2.3.9
-
Arreon
- Trained

- Posts: 324
- Joined: 15 Feb 2009, 05:57
Re: [mod]Next Research System (NRS)
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRS+V78
*After many test I concluded that a player alone will have brain/time issues facing a team of 3p or 4p. As a result, I chose to boost even more the faction bonus.
Big Speed Experiment :
*Maximum speed for all propulsion multiplied by 100 (no maximum)
*friction on different terrain increased by 3 (slowing down the fastest units)
*Increased the weight consideration in autobalance.
**As a whole : light weapons will be a bit faster, heavy weapons will be even slower (choose heavier bodies), the evaluation will reward slower units more as a compensation, mixing a heavy body with a light weapon WILL make it faster, Engine upgrades work as expected everytime.
*After many test I concluded that a player alone will have brain/time issues facing a team of 3p or 4p. As a result, I chose to boost even more the faction bonus.
Big Speed Experiment :
*Maximum speed for all propulsion multiplied by 100 (no maximum)
*friction on different terrain increased by 3 (slowing down the fastest units)
*Increased the weight consideration in autobalance.
**As a whole : light weapons will be a bit faster, heavy weapons will be even slower (choose heavier bodies), the evaluation will reward slower units more as a compensation, mixing a heavy body with a light weapon WILL make it faster, Engine upgrades work as expected everytime.
Heretic 2.3 improver and proud of it.
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRS+V81
*The friction on terrain increased to 4. However on the concrete of NTW it still fast !!
*Experimental T2 and T3. The game give you an x69 obscene lab for 5 minute and extra power. The idea is to let you get more research before the game start.
**That was a big mistake. T3 is unplayable, T2 will probably make bad experience. The reason is the same why I ask the unit previw back in 3.1 ; I give so much power in advance, that the weapon upgrades beat the weapon modifiers. At that point, you are better to stay with your weapon whatever what happen. In a normal game at T1, you are forced to use some other weapons. before you reach that point. So you keep 2-3 choices during the game. Sorry for that, the T2 and T3 option still broken imho.
NRS+V82
*transporter fixed
*Some heavy weapon borgs are back. Except this time, they are part of the tech tree. (you'll need to research the HPV borg before you can research the Assault cannon)
*Some of those borgs are also splitted from their turret part. To make the borgs spread more evenly. For exemple, I give the tankkiller borgs, as the second weapon of rocket line. So the rockets players now have a fast borg choice.
*I was doing a big error for the non-military buildings. I was evaluating them with a bonus for mass effect when they were cheap. but such building have no weapon, so no such mass effect (of course). That explain why the derricks where systematicaly the prefered target. The pgens will also harden. I believe it will still be a target, but maybe not more than the factories or the trucks now. Let's see...
NRS+V83
*Builtime returned to 5 minutes instead of 4. Players that can go faster, will simply be hitted by the starting power reality. I hope this will reduce the bullying in mg rush against players doenst know the mod so much.
*Wall bonus : now half the walls you had in V63. in the starting power ( now one per 2 oils ).
*After the long discussions we had on the forum, I've been more aware of that scouting vs modifiers stuff. I've drop the progression speed considerable 187%=>159%.
**Now the paradigm we try is this one : If you research 1.5 lines in a direction (turret and some damage). You build your base (5 minute), produce your early scout (30 sec) and send him to the enemy (2 minutes). By this time, it will be EXACTLY too late to exchange your bad weapon modifier for another random line. However, that's mean that you still have that full 7:30 minutes of reaction time to find ZE new weapon (or line) that will reverse the situation until it doenst matter anymore (and you lost the maximal out of that bad weapon modifier).
**Of course... reg312 will cry
, because this mean a total, complete, absolute change in ALL the components. As always, I try to make the later tech cheaper by scaling their power, and as always, they still most more than they were.
**As a result : the weapon modifiers will be effective for a longer time than before, you'll need to track them for longer. To adapt more often.
Here are the "perfect game" data for this version you need to play like a real pro :
Perfect Debt : 25% (1.6 banks).
Perfect Army budget : 101 seconds of full scale power production.
*The friction on terrain increased to 4. However on the concrete of NTW it still fast !!
*Experimental T2 and T3. The game give you an x69 obscene lab for 5 minute and extra power. The idea is to let you get more research before the game start.
**That was a big mistake. T3 is unplayable, T2 will probably make bad experience. The reason is the same why I ask the unit previw back in 3.1 ; I give so much power in advance, that the weapon upgrades beat the weapon modifiers. At that point, you are better to stay with your weapon whatever what happen. In a normal game at T1, you are forced to use some other weapons. before you reach that point. So you keep 2-3 choices during the game. Sorry for that, the T2 and T3 option still broken imho.
NRS+V82
*transporter fixed
*Some heavy weapon borgs are back. Except this time, they are part of the tech tree. (you'll need to research the HPV borg before you can research the Assault cannon)
*Some of those borgs are also splitted from their turret part. To make the borgs spread more evenly. For exemple, I give the tankkiller borgs, as the second weapon of rocket line. So the rockets players now have a fast borg choice.
*I was doing a big error for the non-military buildings. I was evaluating them with a bonus for mass effect when they were cheap. but such building have no weapon, so no such mass effect (of course). That explain why the derricks where systematicaly the prefered target. The pgens will also harden. I believe it will still be a target, but maybe not more than the factories or the trucks now. Let's see...
NRS+V83
*Builtime returned to 5 minutes instead of 4. Players that can go faster, will simply be hitted by the starting power reality. I hope this will reduce the bullying in mg rush against players doenst know the mod so much.
*Wall bonus : now half the walls you had in V63. in the starting power ( now one per 2 oils ).
*After the long discussions we had on the forum, I've been more aware of that scouting vs modifiers stuff. I've drop the progression speed considerable 187%=>159%.
**Now the paradigm we try is this one : If you research 1.5 lines in a direction (turret and some damage). You build your base (5 minute), produce your early scout (30 sec) and send him to the enemy (2 minutes). By this time, it will be EXACTLY too late to exchange your bad weapon modifier for another random line. However, that's mean that you still have that full 7:30 minutes of reaction time to find ZE new weapon (or line) that will reverse the situation until it doenst matter anymore (and you lost the maximal out of that bad weapon modifier).
**Of course... reg312 will cry
**As a result : the weapon modifiers will be effective for a longer time than before, you'll need to track them for longer. To adapt more often.
Here are the "perfect game" data for this version you need to play like a real pro :
Perfect Debt : 25% (1.6 banks).
Perfect Army budget : 101 seconds of full scale power production.
Heretic 2.3 improver and proud of it.
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
There is a new strategy in NRS that I call the banked rush. The principle is to borough and kill your opponent before the debt kill you by sending a massive wave of low end units. Most of the time, it's mg borgs that are used. I believe that a part of why it become so popular, it's because of the derricks over-weakness that i fixed lately. That technique was pretty potent when you were focusing on derricks only. It still popular, and since the banked rush can happen only in NRS, it work too well on players that dont know the counter yet.
So here I am to share it
. First of all you must understand that the cyborgs ARE NOT produced faster, it's the cyborg factory that build faster. lol. And it does just because it take twice as much power and twice as much time to build. I did that a long time ago to give cyborg players a chance to compete with F2 factories.. Also you must understand that this strategy is dangerous and overall bad. By the time you will understand that the opponent adapted correctly and your rush will not work, it is too late for you as you are already in heavy debts with no research bonus and a bunch of weak outdated units.
You will get 2 clues of what the opponent is up for. The first is the engineer borgs that appear in the intel screen very fast. It's safe to guess that this player didn't built a cyb fact only to fake it, and you can as soon as it happen start an antiborg weapon (probably mg or a banked speed lab flamer).
The second clue will be the mg borgs that come very fast. you should already have the htrack at that point since I strongly recommend it (to avoid such nuisance). So you can already build some mg viper htack. Now you are sure to win in 1:1 because you have both your weapon and you propulsion adapted to the opponent units. However, there is still a risk that he bank the rush. So he might have a lot more power spent and fight you in a 1:4 situation. To avoid that, send quickly a scout. To see how much units he have. If you scout a whole army of them by the time you reach the base, you will know he banked them.
If that happen, freeze your own research increase you factory production F2 and bank yourself to mass product your smg viper htrack. He will be doomed.
Remember that banking is like negative research, the main risk vs such strategy is to over-research non-military path. Like pmod or reactors. Make sure you start your games with a reasonably low amount of research. preferably into military path until you know what you are facing a little better.
So here I am to share it
You will get 2 clues of what the opponent is up for. The first is the engineer borgs that appear in the intel screen very fast. It's safe to guess that this player didn't built a cyb fact only to fake it, and you can as soon as it happen start an antiborg weapon (probably mg or a banked speed lab flamer).
The second clue will be the mg borgs that come very fast. you should already have the htrack at that point since I strongly recommend it (to avoid such nuisance). So you can already build some mg viper htack. Now you are sure to win in 1:1 because you have both your weapon and you propulsion adapted to the opponent units. However, there is still a risk that he bank the rush. So he might have a lot more power spent and fight you in a 1:4 situation. To avoid that, send quickly a scout. To see how much units he have. If you scout a whole army of them by the time you reach the base, you will know he banked them.
If that happen, freeze your own research increase you factory production F2 and bank yourself to mass product your smg viper htrack. He will be doomed.
Remember that banking is like negative research, the main risk vs such strategy is to over-research non-military path. Like pmod or reactors. Make sure you start your games with a reasonably low amount of research. preferably into military path until you know what you are facing a little better.
Heretic 2.3 improver and proud of it.
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSpV85
*The AA line was extra expensive !
As a result :
**The AA builders were still building them in a bunch (and were bankrupting doing so)
**The Vtol user were raging because 3 AA (cost 300$) where able to kill easily 9 vtols (cost 200$). Which look ok just when you know the price ^^.
**Now fixed at a more traditionnal price. Dont forget that the AA because they dont shoot ground have a (4/3*6/1)^1/2 damage multiplicator to AA (close to 3x lol)
*The interest rate calculation had bad rounding errors. Civilians were rounded to 0
. Now solved (rounding once for all the interestish stuff).
*The slower progression caused lower interest that caused less banking consequence, that increased the "perfect banking" form 15% to 25% ↑ the 10% of power that we lost in effect was perceptible in the amount of research we were able to run. Now I took the perfect banking ratio into account to set the research price (25% discount \o/). Same time tough.
*The AA line was extra expensive !
**The AA builders were still building them in a bunch (and were bankrupting doing so)
**The Vtol user were raging because 3 AA (cost 300$) where able to kill easily 9 vtols (cost 200$). Which look ok just when you know the price ^^.
**Now fixed at a more traditionnal price. Dont forget that the AA because they dont shoot ground have a (4/3*6/1)^1/2 damage multiplicator to AA (close to 3x lol)
*The interest rate calculation had bad rounding errors. Civilians were rounded to 0
*The slower progression caused lower interest that caused less banking consequence, that increased the "perfect banking" form 15% to 25% ↑ the 10% of power that we lost in effect was perceptible in the amount of research we were able to run. Now I took the perfect banking ratio into account to set the research price (25% discount \o/). Same time tough.
Heretic 2.3 improver and proud of it.
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSpV86
*A better prediction of the power get the 4p team out of the nasty debt2 effect. You will start with more power.
*Trucks build time reduced a little.
*Cyborg factories price slightly increased 1000=>1150, If you use cyborgs only to avoid the CC cost and rush faster... you will now be deceived
.
*if(message == "too easy" or message == "harder!" or message == "handicap" or message == "die!") (new words used to get an handicap)
*A better prediction of the power get the 4p team out of the nasty debt2 effect. You will start with more power.
*Trucks build time reduced a little.
*Cyborg factories price slightly increased 1000=>1150, If you use cyborgs only to avoid the CC cost and rush faster... you will now be deceived
*if(message == "too easy" or message == "harder!" or message == "handicap" or message == "die!") (new words used to get an handicap)
Heretic 2.3 improver and proud of it.
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSp88
*Big change in the way I fix prices. Since now, I was scaling a line global. (Exemple : double price of all the machine gun). There was big issues at scaling the line right each tie I was changing the mod. Now I changed that, and the price of every weapon is leaning toward a fixed price. (exemple : All prices of machine gun lean toward 10$). This mean that in the same line, a very cheap single machine gun can increase in price while a very expensive TAG can decrease.
**In a same line, the weapons will have a price much more closer to each other. Most of them will fit on the same size of bodies.
**For the little story : I discovered that the single machine gun was too cheap to fit on any type of body. That might be one of the reason why the cyborg rush was working so well.
**Please report any kind of bug, as this change everything and might cause some problem.
*Big change in the way I fix prices. Since now, I was scaling a line global. (Exemple : double price of all the machine gun). There was big issues at scaling the line right each tie I was changing the mod. Now I changed that, and the price of every weapon is leaning toward a fixed price. (exemple : All prices of machine gun lean toward 10$). This mean that in the same line, a very cheap single machine gun can increase in price while a very expensive TAG can decrease.
**In a same line, the weapons will have a price much more closer to each other. Most of them will fit on the same size of bodies.
**For the little story : I discovered that the single machine gun was too cheap to fit on any type of body. That might be one of the reason why the cyborg rush was working so well.
**Please report any kind of bug, as this change everything and might cause some problem.
Last edited by Iluvalar on 17 Feb 2012, 18:00, edited 1 time in total.
Heretic 2.3 improver and proud of it.
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSpV89
*Made the missile (ripples) and AA line cheaper to look more like the original game. And previous versions of NRS.
*The maximum "terrainTable" value is fixed to 90. Hover and Vtol will be slower. They will not slide half the map to recover from their acceleration ^^. I believe it created desynch.
*The power upgrades where slighlty improved. It is still pretty bad because it apply to everything. The more specialized is your research the greater you become if it succeed.
*The interest rate now take the power upgrade scale into account, it will be slowed down a bit.
*Switched the hover and vtol propulsion in the line (vtol are faster now). This way, hover rewarding map (like oil on lac), will work better and at the same time, I can keep the propulsion line smaller.
lol i'm talking alone... is that a good or a bad news ?
*Made the missile (ripples) and AA line cheaper to look more like the original game. And previous versions of NRS.
*The maximum "terrainTable" value is fixed to 90. Hover and Vtol will be slower. They will not slide half the map to recover from their acceleration ^^. I believe it created desynch.
*The power upgrades where slighlty improved. It is still pretty bad because it apply to everything. The more specialized is your research the greater you become if it succeed.
*The interest rate now take the power upgrade scale into account, it will be slowed down a bit.
*Switched the hover and vtol propulsion in the line (vtol are faster now). This way, hover rewarding map (like oil on lac), will work better and at the same time, I can keep the propulsion line smaller.
lol i'm talking alone... is that a good or a bad news ?
Last edited by Iluvalar on 17 Feb 2012, 18:00, edited 1 time in total.
Heretic 2.3 improver and proud of it.
-
Searge-Major
- Trained

- Posts: 182
- Joined: 10 Sep 2011, 03:36
- Location: Great Southern region, Western Australia
Re: [mod]Next Research System (NRS)
Don't think so... personally I read this thread every now and again, but unless there are any questions I have,Iluvalar wrote:lol i'm talking alone... is that a good or a bad news ?
(or that I can answer
I do have a question as well this time, that is, what do you refer to when you talk about balancing? In your post about Vtols, I got the impression that if a weapon (or droid, or structure) that cost more than it's "opponent", that is, in the case of aa and vtols, if aa cost more than the vtols that it is shooting at, then the aa is tipped to come out on top. A similar thing would then apply to lancer/tank-killer rockets against a heavy tank, provided the lancer/tank-killer rockets cost more in total than the ht, we have a winner?
Just wanted to have that clarified, and also trying to figure out what happened to my wings of ag vtols the other day.
Unless it was just a massive desync of course...
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
As balance I mean
Assuming that both players have the same amount of power spent in research and assuming that there is no weapon modifiers that take advantage and assuming that there is no particular armor or speed or tactic considerations, etc.
Then, by spending the same amount of power into armies, they will get the same amount of result and will cancel each other evenly. I aim to make that happen whatever line you chose to research in NRS. As long as you can combine your research together it's good. ... Until your opponent use one of the above mentioned against you.
I'm pretty sure it was massive desynch. When you synch the direction of your vtol, you dont synch the exact angle and momentum of it in 2.3 . This mean that in different views they will be at different location. With the epic speed they had before... with a different momentum and angle they could have been anywhere on the map.
Assuming that both players have the same amount of power spent in research and assuming that there is no weapon modifiers that take advantage and assuming that there is no particular armor or speed or tactic considerations, etc.
Then, by spending the same amount of power into armies, they will get the same amount of result and will cancel each other evenly. I aim to make that happen whatever line you chose to research in NRS. As long as you can combine your research together it's good. ... Until your opponent use one of the above mentioned against you.
I'm pretty sure it was massive desynch. When you synch the direction of your vtol, you dont synch the exact angle and momentum of it in 2.3 . This mean that in different views they will be at different location. With the epic speed they had before... with a different momentum and angle they could have been anywhere on the map.
Heretic 2.3 improver and proud of it.
-
KEN+J
- Trained

- Posts: 34
- Joined: 31 Jul 2011, 21:54
Re: [mod]Next Research System (NRS)
Where are your mods? What version are they for?,and could you place them here so we could all download them to enjoy as they do sound great.thank you
-
KEN+J
- Trained

- Posts: 34
- Joined: 31 Jul 2011, 21:54
Re: [mod]Next Research System (NRS)
Where can I find your mods to download? Could you post them here?
-
Arreon
- Trained

- Posts: 324
- Joined: 15 Feb 2009, 05:57
Re: [mod]Next Research System (NRS)
If you ask him on the IRC channel, he might host the mod as a map on the lobby.KEN+J wrote:Where can I find your mods to download? Could you post them here?
OS: Windows 7 Home Premium 64-bit
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
Processor: AMD Phenom II X6 1045T (6 CPUs), ~2.7GHz
Memory: 8192MB RAM
-
Reg312
- Regular

- Posts: 681
- Joined: 25 Mar 2011, 18:36
Re: [mod]Next Research System (NRS)
NRS verion 89
note: this works only in Warzone version 2.3.9
You do not have the required permissions to view the files attached to this post.
-
Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSpV90
*body prices reduced. Forgot to take the propulsion into account when I fixed the prices in V88 ^^. The fish should be more rushable like way before
.
NRSpV91
*They did that to me one too much time ! The cyborgs propulsion is able to infiltrate the enemy even trought a massive block of enemy units, we dont seem like we can slow them. Even in the smallest little whole in the wall ^^. That's a talent ! And that's now calculated by the balance
.
*New information in the lab an new style to represent it. Here is the reading rules :
**look like: Heavy machine gun (3)[1.2m*1.2] Antipersonal machine gun 130=>144%
***(3) is the no. in the line. (useful for some upgrades)
***[1.2m] is the time expressed in minutes the whole team needed to produce power exclusively to research that. If the sum of your research is 4m at 10:00, you will have spent 40% of your power in research. If we get rid of some details in the tree balance (number of component, specialisation bonus, interest rate adjustment...), It's pretty much safe to addition them together to assess your strenght. exemple: "I researched 7m in my design (1dmg+1rof+2turret+2kinetic+1body)". And you should be able to fight another 7m player fairly.
***[*1.2] is the scale of the line. Here, I give a bonus because the player need to change his turrets to take advantage of the upgrade.
***130=> (before)
***144% (after) of course. Now expressed in total.
Edit: That's why i dont post all my versions
But thx to reg312 and the other to share when asked
*body prices reduced. Forgot to take the propulsion into account when I fixed the prices in V88 ^^. The fish should be more rushable like way before
NRSpV91
*They did that to me one too much time ! The cyborgs propulsion is able to infiltrate the enemy even trought a massive block of enemy units, we dont seem like we can slow them. Even in the smallest little whole in the wall ^^. That's a talent ! And that's now calculated by the balance
*New information in the lab an new style to represent it. Here is the reading rules :
**look like: Heavy machine gun (3)[1.2m*1.2] Antipersonal machine gun 130=>144%
***(3) is the no. in the line. (useful for some upgrades)
***[1.2m] is the time expressed in minutes the whole team needed to produce power exclusively to research that. If the sum of your research is 4m at 10:00, you will have spent 40% of your power in research. If we get rid of some details in the tree balance (number of component, specialisation bonus, interest rate adjustment...), It's pretty much safe to addition them together to assess your strenght. exemple: "I researched 7m in my design (1dmg+1rof+2turret+2kinetic+1body)". And you should be able to fight another 7m player fairly.
***[*1.2] is the scale of the line. Here, I give a bonus because the player need to change his turrets to take advantage of the upgrade.
***130=> (before)
***144% (after) of course. Now expressed in total.
Edit: That's why i dont post all my versions
But thx to reg312 and the other to share when asked
Heretic 2.3 improver and proud of it.