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Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 18 Aug 2008, 03:33
by Black Project
After much time of work, i've finally finished my great work.

This mod brings a new rebalancing, and a new huge weaponry to make the mod very interesting, especially with a new brand AI.

New Jump Cyborgs, Transporters and VTOLs available

New weapons:

Twin Medium Cannon
Twin Heavy Cannon
Super Twin Heavy Cannon
GAU\8-A Avenger Cannon
Twin GAU\8-A Avenger Cannon
M134-I Minigun
Twin M134-I Minigun
Tomahawk Artillery
Tomahawk Heavy Artillery
Lavastorm Artillery
Lavastorm Heavy Artillery
Mass Driver Cannon
Devastator SAM
Hyper Velocity Laser
VTOL AAHL
VTOL AGGL
NEXUS Plasma Cannon Artillery

A new propulsion and repair turret:

Anti Gravitational
Super Heavy Repair Turret

Scavenger stuff available:

All scavenger bodies and defenses available

Huge weapon, bodies and research rebalancing...

...and much more.

Have fun guys, and PLEASE, report bugs, crashes and errors.

Best regards

B|P
Ultimate Killer Mod Version 2.0SV.zip
Contain INSTALL, GPL License, Credits, and, especially, the mod.
(2.4 MiB) Downloaded 3795 times

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 18 Aug 2008, 12:14
by MetalBeast
Hi,

sounds great!

Will take a look into this.
Did you fixed the landing-pad bug in 2.0.10 version ?

I'm still playing 2.0.10, cause it is the most stable version so far.
2.1 beta has many bugs, but the most annoying is, that "stutter" problem, which makes sp-skirmisch unplayable.

Feedback follows.

CU, MB

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 18 Aug 2008, 13:19
by MetalBeast
OK,
here some Feedback on what I have tested now:

1. Congratulations, you have brought the "stutter" problem to 2.0.x, after some time, the game is going to be unplayable in skirmisch mode.

2. Don't like the skavenger buildings, especially the Factories, Energy and research ones. The energy thing is spinning about nothing until you have researched the modules.
The Factory modules are build on the ground, what looks some kind of weird.

3. the construction units often stop to build anything and are doning nothing, they are refusing the commands.

4. the research tree is not comprehensible

5. Balancing is bad, thera are too fast, too strong units in masses.

Rating so far: unplayable.

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 20 Aug 2008, 05:01
by coolkid
hey its just a first release im sure next release will mainly be bug fixs

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 20 Aug 2008, 23:30
by coolkid
i have a suggestion that shouldn't take to long to make your mod assessable to more people

make a 2.1 compatible version maintaining both should be fairly easy

also then i can review it and make suggestions and find bugs

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 21 Aug 2008, 14:35
by dzinch
I tried it and I think it could really be a great mod if you fix some bugs
Things that needs to be fixed -
* can't select similar units with doubleclick
* sometimes units dont go to a more further place than screen can show, especially the new antigravitational units
Further bugs to be discovered...
thanks for the mod anyways, love the replaced sounds form PS version oh good old times :D

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 23 Aug 2008, 00:03
by Alpha93
Balancing is bad...with 4 fire truck I've stopped an army of machinegun viper wheels O_O
Also crashed...stderr attached

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 23 Aug 2008, 14:37
by Black Project
Alpha93 wrote:Balancing is bad...with 4 fire truck I've stopped an army of machinegun viper wheels O_O
Also crashed...stderr attached
Can you send the minidump file of the crash?

How many time you play the mod before it crashes?

EDIT: LOL, nobody liked the balancing, i think it's a ANTI-Balance mod xD

Remember: The mod is for T1 NO BASES!

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 24 Aug 2008, 01:03
by dzinch
I also had a crash few mins ago..
It was 2nd skirmish game with this mod..
I can't attache the minidump file, it says not supported format.. but I can upload it to another page if U need it.

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 24 Aug 2008, 14:43
by Black Project
dzinch wrote:I also had a crash few mins ago..
It was 2nd skirmish game with this mod..
I can't attache the minidump file, it says not supported format.. but I can upload it to another page if U need it.
Put this minidump file in a .ZIP folder, so you can send it here.

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 24 Aug 2008, 15:04
by dzinch
Here ya go :)

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 29 Aug 2008, 01:16
by Black Project
Some several bugs needed to be fixed:

->Game crashes after half-hour of playing - 30 Minutes OMFG!!!! THE WORST BUG IN THE MOD :stressed: :stressed: :stressed: :stressed: :stressed: :scream: :scream: :scream: :scream: :scream:

->Construction units often stop to build anything.

->"Stutter" problem in the mod
dzinch wrote:* can't select similar units with doubleclick
* sometimes units dont go to a more further place than screen can show, especially the new antigravitational units
P.s: Doubleclick feature had only in the 2.1 BETA 4

Cons: Balancing, Research Tree and Several Bugs.

NOTE: Metal Beast, can you explain right about unplayable?
MetalBeast wrote: Rating so far: unplayable.

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 02 Sep 2008, 04:46
by Zi-Chan
I really like this Mod. Specially, because it is much harder than the regular Warzone - maybe because of your AI, which doesn't stop creating huge Armies of Tanks, Cyborgs and VTOLs. It's a Challenge. I can beat 4 and more Players of the regular AI (Aivolution too) at full Strengh, but at this Mod, it is even too hard for me beating only one Player with only 4-5 Points on the Strengh Bar :scream: - i like that :) it just makes me stronger (faster) with every Match.

It's unbalanced, true - specially at the Beginning - the Machine Guns are extremly strong till the AI researches the NEXUS Bodies, then it gets more and more useless - but i like it anyways. It's a very good Mod and don't forget People: It's the first Release, so be nice and hope for Corrections, Improvements and Developments ;)

I play it since you released it and i noticed, that the Games sometimes crashes when playing it on Multiplayer (happened 2 times of the 3 Matches i played online).
Can't upload the stderr.txt - think, it contains new Error Messages from the Scavenger Mod i tried few Minutes ago. And i don't always play the Mod, since not everyone has it and because of that and because it sometimes crashes with your Mod i mostly play without any Mod on Multiplayer. At me it doesn't crash after 30 Mins though - two Days ago me and someone else played for like 2-3 Hours without a Crash (it didn't crash while the whole Game). I think, the two Crashes (note: only at Multiplayer) appeared, when some of the Enemy Units appeard on my Screen (sometimes it crashes, sometimes not - i don't know why).

Well, when you build the Modules, the Structures turn into the normal ones - too bad =[ Hope, you can create new Scavenger Structures to handle that or just put the normal Modules into/around them (at least the 4 Thingies around the normal Power Generator around the Scavenger Power Generator). And the Scavenger Buildings take the same Amount of Fields like the normal ones - bit unlogically, since they are smaller. Factory should only take 2x2 Fields (would be unlogically too, because Tanks, which are bigger than the Factory, can come out of it, but that's at the normal Warzone too O_o)

Two Things at the End: Make the AI use Units with Scavenger Bodies and pure Scavenger Units at the Beginning too.
And: I don't know how a Factory could create Humans (without having them uber-fast Sex :P), but it would be HILARIOUS to produce huge Armies of the little Scavenger Humans themselves. Hahaha :D Am i evil? Nah, i'm not about killing Humans - it would be just Fun, because they're so tiny (dare to imagine a tiny Scavenger using a huge Tank Weapon - looks like the Weapon is moving itself). Can you at least upload a File containing this for me? Don't think the others want that too.. Because it's just stupid! xD

Keep up the great Work please ;) I wanna continue playing your Mod with later Releases.

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 02 Sep 2008, 18:35
by Spaceman
I would try your mod, but I know what your mods are like, lets put as being extreme and that has reflected in the response (I am too conservative for your mods)
But one thing you have done that I can't is add templates (e.g. new cyborg) although I can edit existing ones. Could you please let me in on this. As I really want to able to do it. Then some day I will release a competitor (although our mods may appeal to different people) to your mod (probably when we are out of beta and when I am interested in warzone again). You can post here or put it in the wiki. Although in your own time, you seem rather busy (and inundated with bug reports, you will get that along with feature requests tell them to do it themselves). We could use more people like you to create more mods e.g. spread the word.
Glad I managed to get one of my ideas in your mod, nice to see my mod does have some purpose.
Is you work free that anyone can take it and modify it as long as they give you credit for your work?

p.s. lavastorm what? where did that come from? Navastorm actually came from the source code (internal for the weapon) I never made up that name. Personal preference is Navastorm. Your mod, your choice!!!

Re: Ultimate Killer Mod for Warzone 2100 2.0.x Version Released

Posted: 03 Sep 2008, 17:31
by Black Project
Spaceman wrote:I would try your mod, but I know what your mods are like, lets put as being extreme and that has reflected in the response (I am too conservative for your mods)
But one thing you have done that I can't is add templates (e.g. new cyborg) although I can edit existing ones. Could you please let me in on this. As I really want to able to do it. Then some day I will release a competitor (although our mods may appeal to different people) to your mod (probably when we are out of beta and when I am interested in warzone again). You can post here or put it in the wiki. Although in your own time, you seem rather busy (and inundated with bug reports, you will get that along with feature requests tell them to do it themselves). We could use more people like you to create more mods e.g. spread the word.
Glad I managed to get one of my ideas in your mod, nice to see my mod does have some purpose.
Is you work free that anyone can take it and modify it as long as they give you credit for your work?

p.s. lavastorm what? where did that come from? Navastorm actually came from the source code (internal for the weapon) I never made up that name. Personal preference is Navastorm. Your mod, your choice!!!
Lavastorm comes from the "Lavastorm Mod" to the pre-GPL Warzone versions (1.10, 1.11, 1.12)