[mod]Next Research System (NRS) 2.3.9
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Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSpV92
I found a new way to use speedlabs : Luck. The speedlabs reduce the reaction time of the opponent, it's like placing all your eggs in the same bucket. It was "fair" in previous version, both players were keeping their 50% chances. But out of that 50% chance you leave less chances to skill and more to luck. Saddly, it's a solution to players that dont want to play with skill. They rush a research and then send a do or die attack. This is sad for players that try new strategy and try to innovate into the game to be rushed in a random dice roll.
*New speed lab tax. First. I removed the 20% discount for such building. Second I slighlty increased the speed parameter in the function that define the price. You will pay for a bit more than what you have.
**As a result, not only you get to pay for all the extra benefit, but you will need to use such obscure speedlab properties to your advantage. In blind situation, those labs should be bad. In other words, you need to know what is comming to know how to use a speedlab correctly, before that it's not fair anymore for the speedlab user.
**Cute effecct : the paradox lab reward you more for your good researching skill.
**If you want to screw the game toward luck this way, you will lose some of your chances... It will not be 50%-50% anymore.
I found a new way to use speedlabs : Luck. The speedlabs reduce the reaction time of the opponent, it's like placing all your eggs in the same bucket. It was "fair" in previous version, both players were keeping their 50% chances. But out of that 50% chance you leave less chances to skill and more to luck. Saddly, it's a solution to players that dont want to play with skill. They rush a research and then send a do or die attack. This is sad for players that try new strategy and try to innovate into the game to be rushed in a random dice roll.
*New speed lab tax. First. I removed the 20% discount for such building. Second I slighlty increased the speed parameter in the function that define the price. You will pay for a bit more than what you have.
**As a result, not only you get to pay for all the extra benefit, but you will need to use such obscure speedlab properties to your advantage. In blind situation, those labs should be bad. In other words, you need to know what is comming to know how to use a speedlab correctly, before that it's not fair anymore for the speedlab user.
**Cute effecct : the paradox lab reward you more for your good researching skill.
**If you want to screw the game toward luck this way, you will lose some of your chances... It will not be 50%-50% anymore.
Heretic 2.3 improver and proud of it.
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KEN+J
- Trained

- Posts: 34
- Joined: 31 Jul 2011, 21:54
Re: [mod]Next Research System (NRS)
You don't have to post all of your versions,how about one or two every now and then.We read about your work but don't get to enjoy them.Think about it.Thanks
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zany
- Trained

- Posts: 303
- Joined: 20 Sep 2011, 07:04
Re: [mod]Next Research System (NRS)
KEN+J wrote:You don't have to post all of your versions,how about one or two every now and then.We read about your work but don't get to enjoy them.Think about it.Thanks
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Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
Each version is played online at least once. Otherwise I simply stack the changes on each other. I don't need a new version if I dont host it. Think about it
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NRSpV95
Evaluating the exact strenght of the components in the game with precision is not an easy task... In the price scaling in V88, I pushed too much pressure on the "adaptor" function that scale the prices and such. I was taking shortcuts in the way I assess the whole design. The approximation was creating small deviation. Since the progression line is now slower, and since I scaled more dramatically the component, it resulted that some of them were weaker than the previous one in the line.
*The adaptator now ask for a complete reevaluation between the prices changes and the remaining change. It result in suprisingly precise fixes.
NRSpV95
Evaluating the exact strenght of the components in the game with precision is not an easy task... In the price scaling in V88, I pushed too much pressure on the "adaptor" function that scale the prices and such. I was taking shortcuts in the way I assess the whole design. The approximation was creating small deviation. Since the progression line is now slower, and since I scaled more dramatically the component, it resulted that some of them were weaker than the previous one in the line.
*The adaptator now ask for a complete reevaluation between the prices changes and the remaining change. It result in suprisingly precise fixes.
Heretic 2.3 improver and proud of it.
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Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSpV96
I was probably overestimating the capacity of vtols to fly and hover to go over water. If the map is very good for vtols, vtols shall be good... I was considering the best scenario as the norm.
The vtols and hovers will be slighty stronger. Remember that the biggest force of vtols is to be sneaky, go around and strike where nobody expect them. Forcing players to build AA everywhere, scouting, etc.. If you dont take advantage of the flying property of vtols dont complain they are weak.
*More information about the new @ measure unit :
**It was identified as "m" in the lab, now i'll use "@" to make sure nobody mix with something else. Let's call it a "level" like in RPG ^^.
**A level(@) is a unit of power. It's the amount of power a team can produce with setted oil distribution each minutes. Therefore, each team should gain one level each minute.
**They follow more or less an additive logic once spent in research. 2@ in dmg and 1@ in rof upgrade will make your weapon more or less be @3 (read level 3).
**You need about 2@ of armies at any moment. The death need to be replaced.
**One bank now give you 24% of starting power capacity wich is exactly 1@. The limit is 3. So you dont bankrupt by yourself.
I was probably overestimating the capacity of vtols to fly and hover to go over water. If the map is very good for vtols, vtols shall be good... I was considering the best scenario as the norm.
The vtols and hovers will be slighty stronger. Remember that the biggest force of vtols is to be sneaky, go around and strike where nobody expect them. Forcing players to build AA everywhere, scouting, etc.. If you dont take advantage of the flying property of vtols dont complain they are weak.
*More information about the new @ measure unit :
**It was identified as "m" in the lab, now i'll use "@" to make sure nobody mix with something else. Let's call it a "level" like in RPG ^^.
**A level(@) is a unit of power. It's the amount of power a team can produce with setted oil distribution each minutes. Therefore, each team should gain one level each minute.
**They follow more or less an additive logic once spent in research. 2@ in dmg and 1@ in rof upgrade will make your weapon more or less be @3 (read level 3).
**You need about 2@ of armies at any moment. The death need to be replaced.
**One bank now give you 24% of starting power capacity wich is exactly 1@. The limit is 3. So you dont bankrupt by yourself.
Heretic 2.3 improver and proud of it.
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Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
Double post :
I have no immediate idea about the mod. It seems like all stuff are balanced so there will be no more change unless I have a new idea to explore.
I still have one concern : It seems like some players perceive borgs like 1/2 of the propulsion possibilities. I'm pretty sure that by now, if borgs are not fairly balanced, they are weak. But still we see so much borgs... I hope that tendency reduce with the time passing (Borgs where so good in previous versions).
I have no immediate idea about the mod. It seems like all stuff are balanced so there will be no more change unless I have a new idea to explore.
I still have one concern : It seems like some players perceive borgs like 1/2 of the propulsion possibilities. I'm pretty sure that by now, if borgs are not fairly balanced, they are weak. But still we see so much borgs... I hope that tendency reduce with the time passing (Borgs where so good in previous versions).
Heretic 2.3 improver and proud of it.
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aubergine
- Professional

- Posts: 3462
- Joined: 10 Oct 2010, 00:58
Re: [mod]Next Research System (NRS)
I find VTOls to be hugely effective in large numbers (just circle them in the general direction of an enemy base and they will wipe it clean) or in smaller numbers to do surgical strikes on places where there are fewer AA defences.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
-- https://warzone.atlassian.net/wiki/display/GO
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Reg312
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- Posts: 681
- Joined: 25 Mar 2011, 18:36
Re: [mod]Next Research System (NRS)
player with vtols also got disadvangates in ground units/defenses, effectiveness of vtols depends on many factors
for example, many vtols need to fly whole circle for each hit
in NRS value of vtols increased because it is really effective to destroy expensive buildings on enemy base (like x3 x4 labs, lassat, satuplink)
for example, many vtols need to fly whole circle for each hit
in NRS value of vtols increased because it is really effective to destroy expensive buildings on enemy base (like x3 x4 labs, lassat, satuplink)
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Iluvalar
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- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
I found the vtols are always effective when I use them. Scouting, harrass, hunt, surgical strike... and never that much usefull when used against me... That must be because I always pay attention to the enemy main research line before I start to build vtols
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Note that any versatile weapon can defend properly against vtol.
NRSpV98
*New truck balance
*Nexus link fixed.
*The handicap (too easy) now worth only half a bank.
*The AI will not build bank. It was bankrupting too much easily.
*The bank debt is again broadcasted.
*The bank only give 98% of the debt just so you'd better not build them if you dont plan to use it. So if you fake it, you paid a little bit.
*The richer player will broadcast how much he make in money with interest. I hope that will help other players finding the cheaters.
*Multiturret made stronger (expensive but more armor, more HP)
*The "autogame on" option that allow the AI to take control is avalaible for everyone.
*The Ai now know how to play in alliance correclty. always accept = always win.
Note that any versatile weapon can defend properly against vtol.
NRSpV98
*New truck balance
*Nexus link fixed.
*The handicap (too easy) now worth only half a bank.
*The AI will not build bank. It was bankrupting too much easily.
*The bank debt is again broadcasted.
*The bank only give 98% of the debt just so you'd better not build them if you dont plan to use it. So if you fake it, you paid a little bit.
*The richer player will broadcast how much he make in money with interest. I hope that will help other players finding the cheaters.
*Multiturret made stronger (expensive but more armor, more HP)
*The "autogame on" option that allow the AI to take control is avalaible for everyone.
*The Ai now know how to play in alliance correclty. always accept = always win.
Heretic 2.3 improver and proud of it.
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Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSpV99
*Balance considering your total power spent in army. The balance between high and low oil pack will vary. The whole should be better.
*Lenght of the first steps reduced. I like to have more weapons choices.
*Fliped the mortar and the flamers like it was a long time before
*Other little changes in the steps lenght make all the antiborg weapon on the right (at the start at least)
*fixed commanders.. There is still some bug but... I hope it will be playable
*Balance considering your total power spent in army. The balance between high and low oil pack will vary. The whole should be better.
*Lenght of the first steps reduced. I like to have more weapons choices.
*Fliped the mortar and the flamers like it was a long time before
*Other little changes in the steps lenght make all the antiborg weapon on the right (at the start at least)
*fixed commanders.. There is still some bug but... I hope it will be playable
Heretic 2.3 improver and proud of it.
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Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSpV100
I was hoping to have some stable version to announce at V100. But that gonna be another experimental one. I'm having problems with games that collapse too fast. It's probably a backfire of the V83 version change in the game progression. After many exploration in the mod, I think i found a solution :
*The new component bonus is now calculated correclty, based on different parameter in the mod. 20% => 56% .
**You will have a real enormous advantage at jumping to the next weapon of a set.
**Theorically, this should make a real balance between rushy and techy behavior. Rushers will still be successful vs people that try to research non-military stuff, but will probably fail vs people that jump just one step higher in the component before producing. Like tmg fishes.
I want to add a little comment here : I found that many players still bank more than 1 time and use the extra as a rush to surprise the enemy. It will fail now if the opponent is good. Here is the tricks :
First, you need to know what is going on. You need a scout on top of seeing the enemy early in map preview. You will know it the opponent is spamming and what kind of unit it is. If it's too much, you will need to react fast.
Make the best design you can to fight specifically that enemy. At that point, the weapon modifiers are stronger than any research so ignore your upgrades. Order all your trucks to build factory and modules (if applicable). produce that unit with 5 factory at F3 and bank for the money.
The rushers will be literally crushed.
I'd like if the knowledgeable players could refrain themself to bank rush for a while. I know that it work well on noobs, but it's noobish if your opponents know the counter. The players have a high tendency to mimic, the other players. So if you bank rush, there will be more bank rushers to try it. And the games will be boring and end prematurely. We need time for weaker players to learn the banked counter correctly. Show them that trick instead of the banked rush
.
I was hoping to have some stable version to announce at V100. But that gonna be another experimental one. I'm having problems with games that collapse too fast. It's probably a backfire of the V83 version change in the game progression. After many exploration in the mod, I think i found a solution :
*The new component bonus is now calculated correclty, based on different parameter in the mod. 20% => 56% .
**You will have a real enormous advantage at jumping to the next weapon of a set.
**Theorically, this should make a real balance between rushy and techy behavior. Rushers will still be successful vs people that try to research non-military stuff, but will probably fail vs people that jump just one step higher in the component before producing. Like tmg fishes.
I want to add a little comment here : I found that many players still bank more than 1 time and use the extra as a rush to surprise the enemy. It will fail now if the opponent is good. Here is the tricks :
First, you need to know what is going on. You need a scout on top of seeing the enemy early in map preview. You will know it the opponent is spamming and what kind of unit it is. If it's too much, you will need to react fast.
Make the best design you can to fight specifically that enemy. At that point, the weapon modifiers are stronger than any research so ignore your upgrades. Order all your trucks to build factory and modules (if applicable). produce that unit with 5 factory at F3 and bank for the money.
The rushers will be literally crushed.
I'd like if the knowledgeable players could refrain themself to bank rush for a while. I know that it work well on noobs, but it's noobish if your opponents know the counter. The players have a high tendency to mimic, the other players. So if you bank rush, there will be more bank rushers to try it. And the games will be boring and end prematurely. We need time for weaker players to learn the banked counter correctly. Show them that trick instead of the banked rush
Heretic 2.3 improver and proud of it.
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Shadow Wolf TJC
- Regular

- Posts: 1047
- Joined: 16 Apr 2011, 05:12
- Location: Raleigh, NC
Re: [mod]Next Research System (NRS)
Question for Iluvalar: Does this mod work on 3.1? Also, where can I download NRSpV100? I can't seem to find it. 
Creator of Warzone 2100: Contingency!
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
Founder of Wikizone 2100: http://wikizone2100.wikia.com/wiki/Wikizone_2100
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Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
No, 3.1 doesn't work with my mod.
Here a version of the V100 for ntw (30 oil per player)
Here a version of the V100 for ntw (30 oil per player)
You do not have the required permissions to view the files attached to this post.
Heretic 2.3 improver and proud of it.
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Virus- A
- Trained

- Posts: 172
- Joined: 04 Dec 2011, 16:40
- Location: México
Re: [mod]Next Research System (NRS)
*another question for IIuvalar:¿Have you used?¿with the C + + can improve the warzone 2100?
*curiosity
*sorry for my bad English
*curiosity
*sorry for my bad English
México - Español/Ingles un poco- -También conocido por "RaNgEl"☜ ☆ ☞ Luis Diego Rangel☜ ☆ ☞ ♪♪♫ ♫
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Iluvalar
- Regular

- Posts: 1828
- Joined: 02 Oct 2010, 18:44
Re: [mod]Next Research System (NRS)
NRSpV102
*New fluctuating interest rate. When everyone have spare money, the interest will be low. This also affect for now the power producing structure. When everyone is in debt however, the interest rate will increase. Potentially high enough to make players start to bankrupt. That should solve the too long games were everyone have high debt because of early rushes.
*New trade good system. So now be attentive...
**".t" (trader) will make you into the trader mode. There is nice new opportunities to make power there... but for noob friendly reason, it will cost you 1/2 a bank to enter it ! Be warned also, that for it to work, you'll need to invest time and you take some risk...
**".h" (help) is help message, not really useful, but at least it will repeat the basic command here...
**".i" (info) will make a message like this : 1x$=>15 3xU@850 => 30 1xE@720=>25
***"3xU@850 => 30" mean that you have 3x Uranium at a price of 850$ and that it produce 30$ per minutes each.
**".bu" and ".su" buy and sell uranium. Uranium is the refugee value, it will always produce the same amount of interest. It work more or less exactly like banks.
**".be" and ".se" buy and sell electronics. Electronis produce more or less depending on the amount of labs and their capacity in the map
**".be" and ".se" buy and sell fishes. Fishes are completly random.
**Rule 1 : You start with one of each. But remember: you also start with 3 bank debt. So those 3 just cancel that part...
**Rule 2 : You cant sell the next minute. Each minute the price and interest are recalculated. If you buy something, the price will go up. That one minute rule allow other players to sell first before you.
**Rule 3 : You can only sell 2 goods max in the same minute. (for the same reason to avoid big abuse with that price mechanics)
**Trick 1 : Buy low, sell high OR buy for interest and keep the goods
**Trick 2 : The interest rate in the info (.i) might give you information about what the enemy is doing
Help needed to test that :
It must be fun for the players that want it, and not necessary for players that dont want it. So if you find big tricks to make load of money out of that, it's probably a bug, please report it.
*New fluctuating interest rate. When everyone have spare money, the interest will be low. This also affect for now the power producing structure. When everyone is in debt however, the interest rate will increase. Potentially high enough to make players start to bankrupt. That should solve the too long games were everyone have high debt because of early rushes.
*New trade good system. So now be attentive...
**".t" (trader) will make you into the trader mode. There is nice new opportunities to make power there... but for noob friendly reason, it will cost you 1/2 a bank to enter it ! Be warned also, that for it to work, you'll need to invest time and you take some risk...
**".h" (help) is help message, not really useful, but at least it will repeat the basic command here...
**".i" (info) will make a message like this : 1x$=>15 3xU@850 => 30 1xE@720=>25
***"3xU@850 => 30" mean that you have 3x Uranium at a price of 850$ and that it produce 30$ per minutes each.
**".bu" and ".su" buy and sell uranium. Uranium is the refugee value, it will always produce the same amount of interest. It work more or less exactly like banks.
**".be" and ".se" buy and sell electronics. Electronis produce more or less depending on the amount of labs and their capacity in the map
**".be" and ".se" buy and sell fishes. Fishes are completly random.
**Rule 1 : You start with one of each. But remember: you also start with 3 bank debt. So those 3 just cancel that part...
**Rule 2 : You cant sell the next minute. Each minute the price and interest are recalculated. If you buy something, the price will go up. That one minute rule allow other players to sell first before you.
**Rule 3 : You can only sell 2 goods max in the same minute. (for the same reason to avoid big abuse with that price mechanics)
**Trick 1 : Buy low, sell high OR buy for interest and keep the goods
**Trick 2 : The interest rate in the info (.i) might give you information about what the enemy is doing
Help needed to test that :
It must be fun for the players that want it, and not necessary for players that dont want it. So if you find big tricks to make load of money out of that, it's probably a bug, please report it.
Heretic 2.3 improver and proud of it.