Limiting tech in skirmish
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Assault Gunner
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Re: Limiting tech in skirmish
One problem: HPV is a cannon, not a railgun. Maybe an AA 2-rail AA-only needle gun?
"There is no greater Void than the one between your ears." - Void Ray, StarCraft 2.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
Especially the Void between the ears of people who think that No VTOL is a good idea, and won't lead to arty wars. I've won one, and I have to say: I hated it.
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Zarax
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Re: Limiting tech in skirmish
HPV should actually be the bridge between cannons and railguns.
After all a rail gun is a very high speed mass driver, nothing more...
Rail AA could be good IF we can make it balanced enough to be useful.
After all a rail gun is a very high speed mass driver, nothing more...
Rail AA could be good IF we can make it balanced enough to be useful.
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3drts
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Re: Limiting tech in skirmish
To original point:
I think there should be a starting tech option AND a maximum tech option.
As to gauss weapons:
Allow needle gun, and maybe rail to hit air.
Let Gauss Cannon lead to Gauss Artillery.
Plasma cannon is a Projectile cannon now? wtf?
Sure it has "cannon" in the name, but so does Gauss Cannon..
BTW, the projectile velocity of cannons that are used against air (mainly 20 or 25mm, gatling cannons, or 23, 25, 30 mm single or twin barrel cannons), is lower than that of a tank main cannon (all tank main cannons now meet the definition of Hyper velocity cannons, as it applied in WW2).
I still think assault cannon should be the cannon that hits air (by virtue of being a multi-barrel cannon, and having a high ROF). I also still think it should be the replacement for medium cannon, doing the same damage as a medium, with much higher ROF (and ability to hit air?)- I mean it was originally the highest tech cannon you could get (then twin assault was added because AC sucked so much).
Flamers don't need more variety, they are a niche weapon class, close range, high damage, good anti-infantry and bunker.
The "melee weapon"
I don't want to see much variety in this class, just more powerful+expensive versions of the previous weapon, to keep up with tech progression
I think there should be a starting tech option AND a maximum tech option.
As to gauss weapons:
Allow needle gun, and maybe rail to hit air.
Let Gauss Cannon lead to Gauss Artillery.
Plasma cannon is a Projectile cannon now? wtf?
Sure it has "cannon" in the name, but so does Gauss Cannon..
BTW, the projectile velocity of cannons that are used against air (mainly 20 or 25mm, gatling cannons, or 23, 25, 30 mm single or twin barrel cannons), is lower than that of a tank main cannon (all tank main cannons now meet the definition of Hyper velocity cannons, as it applied in WW2).
I still think assault cannon should be the cannon that hits air (by virtue of being a multi-barrel cannon, and having a high ROF). I also still think it should be the replacement for medium cannon, doing the same damage as a medium, with much higher ROF (and ability to hit air?)- I mean it was originally the highest tech cannon you could get (then twin assault was added because AC sucked so much).
Flamers don't need more variety, they are a niche weapon class, close range, high damage, good anti-infantry and bunker.
The "melee weapon"
I don't want to see much variety in this class, just more powerful+expensive versions of the previous weapon, to keep up with tech progression
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Zarax
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Re: Limiting tech in skirmish
Devs? Can we hope for this to be tried?
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Zarel
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Re: Limiting tech in skirmish
Long-term.Zarax wrote:Devs? Can we hope for this to be tried?
We like this idea, but we don't know how feasible it is.
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Zarax
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Re: Limiting tech in skirmish
Stupid question... How's the starting tech set right now in the maps?
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KukY
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Re: Limiting tech in skirmish
In scripts.Zarax wrote:Stupid question... How's the starting tech set right now in the maps?
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Zarax
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Re: Limiting tech in skirmish
Ok, I thought it was hardcoded as well.
In the meantime looks like modding is the only solution, will most likely have a try after I'm done with modding rome total war...
In the meantime looks like modding is the only solution, will most likely have a try after I'm done with modding rome total war...
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Zarel
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Re: Limiting tech in skirmish
I'm thinking about making them hardcoded... would make it easier to limit them.
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Zarax
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Re: Limiting tech in skirmish
Would you be so kind to point me to a good tech modding guide?
I would like to try some basic modding with the beta but cannot find anything in the forums.
Thanks!
I would like to try some basic modding with the beta but cannot find anything in the forums.
Thanks!
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KukY
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Re: Limiting tech in skirmish
This?Zarax wrote:Would you be so kind to point me to a good tech modding guide?
I would like to try some basic modding with the beta but cannot find anything in the forums.
Thanks!
TxtEditing
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Zarax
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Re: Limiting tech in skirmish
Hmm, I did try setting T3 templates to player 0 but I got this stderr:
Any ideas?
Basically what I want to do is to prevent AI from building the nexus templates as first step to remove T3 from skirmish.
Thanks for any help!
EDIT: By hand editing I managed to make it run, however to my dismay I discovered that player "0" means all...
Code: Select all
error |08:15:48: [strresGetString] Could not find string for id ""ConstructionDroid""
error |08:15:48: [strresGetString] Assert in Warzone: ../../../../lib/framework/strres.c:100 (string), last script event: '<none>'
error |08:15:48: [getDroidResourceName] Unable to find string resource for string with ID ""ConstructionDroid""
error |08:15:48: [resLoadFile] resLoadFile: The load function for resource type "STEMPL" failed for file "templates.txt"
fatal |08:15:48: [resLoad] Failed to parse wrf/stats.wrf
fatal |08:15:57: [startGameLoop] Shutting down after failureBasically what I want to do is to prevent AI from building the nexus templates as first step to remove T3 from skirmish.
Thanks for any help!
EDIT: By hand editing I managed to make it run, however to my dismay I discovered that player "0" means all...
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Zarel
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Re: Limiting tech in skirmish
Unnecessary. The AI won't use any template it can't research, so removing T3 research from players will remove them from AI, too.Zarax wrote:Basically what I want to do is to prevent AI from building the nexus templates as first step to remove T3 from skirmish.
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Zarax
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Re: Limiting tech in skirmish
Good to know, I'll try to make a small mod for those players that would like a non T3 skirmish.
EDIT: what do you think the cleanest way to do it would be?
EDIT: what do you think the cleanest way to do it would be?
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Zarel
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Re: Limiting tech in skirmish
For a mod, all you need to do is to remove the prerequisites from all the T3 research topics.Zarax wrote:Good to know, I'll try to make a small mod for those players that would like a non T3 skirmish.
EDIT: what do you think the cleanest way to do it would be?