KCM Mod

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KukY
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KCM Mod

Post by KukY »

KukY's Changes Mod

I'm preparing a mod.
It isn't a big mod,just few changes.
Here is list of what i have made for now:
    • Weapons:
      • Lasers:
      • Added more shots per reload to VTOL Pulse Laser
      • Slight changes to Pulse,Heavy and Flashlight Lasers
      • Big rebalance of Plasma cannon:
      • 2-3* longer range
      • Only 10% of its weight
      • Slightly higher damage
      • Bigger splash radius,damage and 100% chance
      • Laser Satellite;Now,who gets it first,wins!Why?Because:
      • Much higher damage!
      • Higher splash radius (10 tiles!!!) and damege
      • Longer burning time(30 secs!!!!!) and higher damage
      • Reloads in less than 5 secs!!!!!!!(Time between launching and hitting target)
      • Do you see why you win when you get it???
  • Structures:
    • Fortress can be built in line,one to each other,and you can place them on unflat terrein.
      wz2100_shot_018.png
  • Units:
    • Cyborg Transport now has Pulse Laser
I'm testing it now and I'm going to upload it later.
Until then;What do you think about changes,especially about Laser Satellite

And,did you notice that almost everything I changed is Thermal(Remember post icon...)?
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Arreon
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Re: KCM Mod

Post by Arreon »

Whoo-ee! So much imbalance.

Just wait until Zarel and whippersnapper see this.

(The effort is appreciated but there would be no point in playing the game once the faster player gets the Plasma Cannon or Lassat)

No offense, but the only thing I agree with on this mod is the Cyborg Transport with the Pulse Laser.
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Re: KCM Mod

Post by XboxJosh »

13KukYNexus666 wrote:
  • Laser Satellite;Now,who gets it first,wins!Why?Because:
  • Much higher damage!
  • Higher splash radius (10 tiles!!!) and damege
  • Longer burning time(30 secs!!!!!) and higher damage
  • Reloads in less than 5 secs!!!!!!!(Time between launching and hitting target)
  • Do you see why you win when you get it???
I tried something like this, only very slightly more drastic, and it was DEVILISHLY (is that a word???) unbalanced....

13KukYNexus666 wrote:Fortress can be built in line,one to each other,and you can place them on unflat terrein.
I like this though... :cool:

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Olrox
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Re: KCM Mod

Post by Olrox »

Seems like you're modding elio's mod, right?
I mean, on the screenshots, the factory and research facility are from elio's new base structures mod :rolleyes:
Just stick to the author's rights (I'm pretty assured he licensed it under Creative Commons or something like that) and I believe there won't be any problem.

About the features, I just think that it would make the games pretty much like a technological race in which the first one to build plasma cannon units or the laser sattelite wins. That's not interesting, you would get turtles which never build any unit other than trucks, bases with cannon and rocket fortress walls, some counter-artillery, a lot of laser VTOLs to retaliate against airstrikes (AA emplacements are too unbalanced), and research facilities O_o
Would make the game terribly annoying, methinks :P
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Re: KCM Mod

Post by Zarel »

Arreon wrote:Just wait until Zarel and whippersnapper see this.
...hmm.

Well, I'm surprised so many people want PLs on transports. Transports are transports, not gunships. :[ Warzone is not balanced for gunships. A transport with a strong weapon is extremely overpowered, as the current situation with transports (that only have HMG!) demonstrates.

Anti-aircraft weapons would need to be far more common, and versatile weapons should be all over the place, before we can have gunships.

I was actually thinking of doing a Plasma Cannon upgrade, but my idea was more like: vastly increase range, vastly increase splash radius, slightly increase splash damage, slightly increase reload time, leave everything else the same. (It already has 100% splash chance, btw - all weapons do - are you sure you're working from a base of 2.2 balance? I'm guessing I'll have to release a 2.3 balance mod for 2.2 sometime soon, with 2.3 so far off...)

The lassat can be made more powerful, but making it an instawin is just a bad idea. Warzone isn't balanced for that. We actually have weapons harder to get than the lassat, you know (lategame fortresses, EMP cannon, nexus link...)


That said, the "fortresses buildable in a line" idea is really good. How did you do that?

Also, I am also planning slight changes for the lasers, but I can't tell if yours are good changes since you're not saying what they are. ;)
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Re: KCM Mod

Post by KukY »

Arreon wrote:Whoo-ee! So much imbalance.
Just wait until Zarel and whippersnapper see this.
Well,on start I made this mod for myself,but i decided to publish it.
I love inbalance(in way you don't understand)!
Arreon wrote:(The effort is appreciated but there would be no point in playing the game once the faster player gets the Plasma Cannon or Lassat)
From when changing few files is an effort???
XboxJosh wrote:Fortress can be built in line,one to each other,and you can place them on unflat terrein.
I like this though... :cool:
That was the simpliest part of mod,4 simple words.
Olrox wrote:Seems like you're modding elio's mod, right?
I mean, on the screenshots, the factory and research facility are from elio's new base structures mod :rolleyes:
Just stick to the author's rights (I'm pretty assured he licensed it under Creative Commons or something like that) and I believe there won't be any problem.
No.
I'm just using his mod.
But i could put some of those structures in my mod.
Maybe later...
Olrox wrote:About the features, I just think that it would make the games pretty much like a technological race in which the first one to build plasma cannon units or the laser sattelite wins. That's not interesting, you would get turtles which never build any unit other than trucks, bases with cannon and rocket fortress walls, some counter-artillery, a lot of laser VTOLs to retaliate against airstrikes (AA emplacements are too unbalanced), and research facilities O_o
Would make the game terribly annoying, methinks :P
You don't like anything??? :(
Even Transport or Fortresses change??? :(
Zarel wrote:Well, I'm surprised so many people want PLs on transports. Transports are transports, not gunships. :[ Warzone is not balanced for gunships. A transport with a strong weapon is extremely overpowered, as the current situation with transports (that only have HMG!) demonstrates.
People like strong Laser VTOLs!And transport is a strong VTOL with HMGPulse Laser.
Zarel wrote:I was actually thinking of doing a Plasma Cannon upgrade, but my idea was more like: vastly increase range, vastly increase splash radius, slightly increase splash damage, slightly increase reload time, leave everything else the same. (It already has 100% splash chance, btw - all weapons do - are you sure you're working from a base of 2.2 balance? I'm guessing I'll have to release a 2.3 balance mod for 2.2 sometime soon, with 2.3 so far off...)
Actually,only thing that Plasma Cannon needs is bigger range.
Zarel wrote:The lassat can be made more powerful, but making it an instawin is just a bad idea. Warzone isn't balanced for that. We actually have weapons harder to get than the lassat, you know (lategame fortresses, EMP cannon, nexus link...)
Okay,I understand,you don't think Laser Satellite changes are good!
I'll remove them,will that make you happy? :-S
Zarel wrote:That said, the "fortresses buildable in a line" idea is really good. How did you do that?
How?Look.
Cutout from "structures.txt"

Code: Select all

X-Super-Cannon,DOOR,Level All,HARD,0,2,2,Concrete,1600,2,15,3200,10,1000,10,100,255,1,ZNULLECM,FortressSensor,1,STWPFCAN.PIE,0,0,1
X-Super-MassDriver,DOOR,Level All,HARD,0,2,2,Concrete,1600,3,15,3200,10,1800,10,100,255,1,ZNULLECM,FortressSensor,1,STWPFCAN.PIE,0,0,1
X-Super-Missile,DOOR,Level All,HARD,0,2,2,Concrete,1600,3,15,3200,10,1600,10,100,255,1,ZNULLECM,FortressSensor,1,STWPFCAN.PIE,0,0,1
X-Super-Rocket,DOOR,Level All,HARD,0,2,2,Concrete,1600,3,15,3200,10,1250,10,100,255,1,ZNULLECM,FortressSensor,1,STWPFCAN.PIE,0,0,1
Notice structure type;"DOOR".
I changed it to "DEFENSE".
Very simple.
Maybe that could be put into the game.
But maybe the type is reason why AI allways builds just 1 of a kind of fortress.
Zarel wrote:Also, I am also planning slight changes for the lasers, but I can't tell if yours are good changes since you're not saying what they are. ;)
Flashlight-lower damage
Pulse-lower range
Heavy-lower weight
But just for max. 10%
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Re: KCM Mod

Post by Thyranim »

13KukYNexus666 wrote:People like strong Laser VTOLs!And transport is a strong VTOL with HMGPulse Laser.
they love them as long as they have them on their side ;)
as soon as they are coming from the enemy they hate them xD
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Re: KCM Mod

Post by KukY »

Thyranim wrote:People like strong Laser VTOLs!And transport is a strong VTOL with HMGPulse Laser.

they love them as long as they have them on their side ;)
as soon as they are coming from the enemy they hate them xD
When you hear sound of Laser-You say Cool!
When you see ray of Laser-You say Cool!
When you kill someone with Laser-You say Cool!
When you research Laser-You say Coooool!
When you taste enemy's Laser-You say Arghhhhhhhhhhhhhhhhhhhhhhh!!! :mad;

Conclusion:Laser are Cool! in 80% situations
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Re: KCM Mod

Post by whippersnapper »

.

You are boldly experimenting and having fun doing it. It's how you make interesting discoveries and believe me WZ has not been exhausted in the way making new discoveries.

I believe I've figured out how to balance Transports as part Gunships (but not with lasers) because I like 'em too and they are critical to me in expanding "Air Lift" as a viable tac-strat in game play. The same balance solution I'm using for Transports as Gunships seems, so far, to work for Flying Constructors, Jump Borgs, Flying Mechs and Scav Choppers.

I like also your re-working of fortresses - and your right, it would benefit the Skirmish A.I.s immensely... Become Prey a.i.and revamping the Turtle a.i too.

In my experiments I have concluded that WZ is akin a dynamic system that when poked and prodded with seemingly small changes can yield "Emergent Behavior" (as in Chaos Theory).

One quick example of what I mean. I made this tiny change (I thought) to a Baba Weap-Unit combo which I thought was interesting.

The way I have set my self-up for play-testing my changes is focused on exposing any tendencies for GPMs to shift, as a result of changes I make, to any monolithic rush-arms-race twitch tac. Well that tiny Scav change led to Scav Rush and Scav combat groups being the dominant choice for opening game play to the extent that you where FORCED to go along or FORCED to a specific counter early-on and anything that becomes rote predictable is a bane to generative, enduring game play - for the core RTS temperament. But that's just me.

I also experimented 6 months ago with Pulse Laser armed Transports (among other weaps), and while a bunch of fun at first, also shifted the game, IMHO, too much in favor of Transport Rush Tacs - to the exclusion of any other options.

I have played around with modifying the LaSat but not as a laser - more along the lines of EMP & Intruder Virus Combo - just a personal bias in that I find that line of experiment more interesting than playing with it as a laser weap.

One last thing I will mention here which I do not think is ever given much attention.

In Text Modding WZ what you are also dealing with, often without thinking about it specifically, is the loads and loads of extant maps whose designers are like totally BLIND to how Oil Resource quantity and placement has a deep impact on balanced game play. What I mean is this - nobody really enjoys being severely "pinched" for power BUT at the same time once you have enough accumulating power you can go for anything and what you go for still in WZ is what I call the inherent balance inequities that simultaneously expose the need to a specific arms race rush as the THE ONLY winning strat (and it shouldn't or need not be that way, imo... leaving the depth and breath of RL Military Tacs & Strats kicked to the curb as worthless and irrelevant) and that, for me, loses its attractiveness after just a couple games.

Simply put, it has become way, way, too predictable .... which is ok for Arcade Style game play mechanics (which I really like, especially in "Brawler" games because of the richness of intuitively grasped "Combos" which is where Pumpkin got its inspiration for it's Unit Design scheme along with Peter Molineux's early DOS Classic series of "Syndicate" games) but just doesn't work for me in my expectations of how an RTS gaming experience should roll-out with more conscious forethought playing a crux role in the outcome and thus differing fundamentally in tempo and ratiocination employed from the reflex-response of Arcade mechanics.

Regards, whip :ninja:

.
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Re: KCM Mod

Post by Zarel »

13KukYNexus666 wrote:Actually,only thing that Plasma Cannon needs is bigger range.
True, but the large splash would make it lots more fun to use, and the other changes are just minor tweaking.
13KukYNexus666 wrote:Okay,I understand,you don't think Laser Satellite changes are good!
I'll remove them,will that make you happy? :-S
Oh, as whippersnapper points out, if you're having fun, do what you want! I'm just observing how the changes will affect the game.
13KukYNexus666 wrote:How?Look.
Cutout from "structures.txt"

Code: Select all

X-Super-Cannon,DOOR,Level All,HARD,0,2,2,Concrete,1600,2,15,3200,10,1000,10,100,255,1,ZNULLECM,FortressSensor,1,STWPFCAN.PIE,0,0,1
X-Super-MassDriver,DOOR,Level All,HARD,0,2,2,Concrete,1600,3,15,3200,10,1800,10,100,255,1,ZNULLECM,FortressSensor,1,STWPFCAN.PIE,0,0,1
X-Super-Missile,DOOR,Level All,HARD,0,2,2,Concrete,1600,3,15,3200,10,1600,10,100,255,1,ZNULLECM,FortressSensor,1,STWPFCAN.PIE,0,0,1
X-Super-Rocket,DOOR,Level All,HARD,0,2,2,Concrete,1600,3,15,3200,10,1250,10,100,255,1,ZNULLECM,FortressSensor,1,STWPFCAN.PIE,0,0,1
Notice structure type;"DOOR".
I changed it to "DEFENSE".
Very simple.
Maybe that could be put into the game.
But maybe the type is reason why AI allways builds just 1 of a kind of fortress.
Huh. I never expected it to be that simple. I'll ask around in Gen Dev about implementing that for 2.3 (or even the next version of 2.2).
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Re: KCM Mod

Post by KukY »

--Mod removed--(not working propertly)
Fixed(removed) in 0.3 REV,released in 0.9.1 BETA(soon).
Readme:
KCM Readme.txt
(211 Bytes) Downloaded 256 times
Zarel wrote:Actually,only thing that Plasma Cannon needs is bigger range.
True, but the large splash would make it lots more fun to use, and the other changes are just minor tweaking.
Well,plasma is a kind of gas,so it spreads.
Could you Zarel(Or anybody else)please change this line:

Code: Select all

Laser4-PlasmaCannon,Level Three,800,1000,30000,1,10,50,GNHPLSMA.PIE,TRHLAS.PIE,FXHBLas.PIE,FXLFLSH.PIE,FXFLSHL.PIE,FXFLSHL.PIE,FXFLSHL.PIE,0,384,704,80,65,90,1,0,0,900,128,100,900,0,0,0,10,0,1000,20,PARTIAL,HEAT,ENERGY,DIRECT,ANTI AIRCRAFT,180,90,-60,YES,NO,150,0,YES,200,0,0,1,1
that Plasma Cannon has range of about 5 tiles,4 tiles splash,and litlle bit higher splash damage?
I'm asking because i have alergy that brings me out of focus,and weapons.txt has WAY TOO MUCH NUMBERS for me to handle(or I'm just too lazy).
Zarel wrote:Okay,I understand,you don't think Laser Satellite changes are good!
I'll remove them,will that make you happy?
:-S
Oh, as whippersnapper points out, if you're having fun, do what you want! I'm just observing how the changes will affect the game.
For that,
I made a small mod called "Warzone BurnEm Level".
It has that overpowered Laser Satellite.
Use it when you want to kill someone(with overpowered Laser Satellite).
I'm now making a Savegame for that mod on Concrete map where you have a small,simple,but well defended base with Laser Satellite in lower left corner.
I'll relase it soon.
Zarel wrote:Huh. I never expected it to be that simple. I'll ask around in Gen Dev about implementing that for 2.3 (or even the next version of 2.2).
Something I found out is going to be placed into original game?!?
To me,that is(almost)better than becoming a moderator on this forum.
Last edited by KukY on 26 Sep 2009, 16:27, edited 2 times in total.
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Zarel
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Re: KCM Mod

Post by Zarel »

Code: Select all

Laser4-PlasmaCannon,Level Three,800,1000,30000,1,10,50,GNHPLSMA.PIE,TRHLAS.PIE,FXHBLas.PIE,FXLFLSH.PIE,FXFLSHL.PIE,FXFLSHL.PIE,FXFLSHL.PIE,0,384,640,80,65,90,1,0,0,***1000,512,100,***1000,0,0,0,10,0,1000,20,PARTIAL,HEAT,ENERGY,DIRECT,ANTI AIRCRAFT,180,90,-60,YES,NO,150,0,YES,200,0,0,1,1
(By the way, realize that you're decreasing plasma cannon range from 5.5 to 5, right?)

I've marked damage and splash damage, respectively, with ***, so you can tweak them as you wish. You must remove the "***"s before using this, of course. The numbers were originally both 900, but I increased them to 1000 here.
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Re: KCM Mod

Post by KukY »

Zarel wrote:

Code: Select all

Laser4-PlasmaCannon,Level Three,800,1000,30000,1,10,50,GNHPLSMA.PIE,TRHLAS.PIE,FXHBLas.PIE,FXLFLSH.PIE,FXFLSHL.PIE,FXFLSHL.PIE,FXFLSHL.PIE,0,384,[b]640[/b],80,65,90,1,0,0,***1000,512,100,***1000,0,0,0,10,0,1000,20,PARTIAL,HEAT,ENERGY,DIRECT,ANTI AIRCRAFT,180,90,-60,YES,NO,150,0,YES,200,0,0,1,1
(By the way, realize that you're decreasing plasma cannon range from 5.5 to 5, right?)

I've marked damage and splash damage, respectively, with ***, so you can tweak them as you wish. You must remove the "***"s before using this, of course. The numbers were originally both 900, but I increased them to 1000 here.
Thanks Zarel.
That was a mistake,i thought 8 tiles.Value that I bolded is range,isn't it?I changed it to 1024(8*128=1024) myself.
I have a story for Plasma Cannon.
Projectile is capsule filled with hot plasma.
When it hits the target,capsule breakes,causes light damge(100)to target,
plasma spreads around and causes big damage(1250)to all units and structures in range of 4 tiles.
I'll use it in my mod.

Suggest me what to do in my mod.
But only simple things .
No requests like make transport that can also take tanks,add weapons to HQ,make defense structures editor...
Max is requesting to put a turret to hardpoint,bunker...
If request isn't good enough (by me or others,comment other requests people)i'll just make a small mod and send it to you.

And,what do you think about Bug and Leopard changes?
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Re: KCM Mod

Post by zoid »

The LasSat's power can be increased a bit, but don't forget to keep it weak enough that it can't one-shot kill an enemy LasSat. Alternately, you could increase the HP of the structure, but I wouldn't recommend it. ;)
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Re: KCM Mod

Post by Tenoh »

i really hate las sat.vs 7 ai they will kill you fast, no fun for me.
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