Research cost modifiers

Ideas and suggestions for how to improve the Warzone 2100 base game only. Ideas for mods go in Mapping/Modding instead. Read sticky posts first!
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Research cost modifiers

Post by Iluvalar »

Ok, this one is really easier then the idea to make 3 whole new tech tree :3

Let's say the research cost is R
The idea is to make 2 new settings at the begining of a game that would be numerical (float) values let's say K and L both by default egal to 1

In such a way the new reasearch cost would be R= K*R^L

K would then be a straight forward multiplier. A K egal to 2 would mean that the reasearch cost are twice bigger, meaning it take twice as much time to complete. In game, that would mean that on field strategy would be much greater. More units and less focus on research. Still research would give more persistent advantage. All our designs would become obsolete much slower.

L would be much more tricky. It would modify the steepness of each level of research; On high L, High level research would cost much more ressource then low level research. This would change players "specialisation" behaviour, on high L we would probably research much more different path or weapon and try to use them all and so making mixed troops much more. And vice versa.

I think it would open new posibility to ajust the game to our preference in numerous way without to much causing problems in the game balance.

K will range from anything from .001 to 50 I guess It'll be interesting to but it egal to the number of players in each team so the reasearch speed would be the same as usual when playing without team.

L will be much smaller from (maybe) .5 to 2 but I feel like it will probably be set to .9 or 1.1 max by most players.
Heretic 2.3 improver and proud of it.
alto1234
Trained
Trained
Posts: 57
Joined: 01 Oct 2010, 17:12

Re: Research cost modifiers

Post by alto1234 »

wait, i thought when you research, the research time depends on the weight of the research item
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Research cost modifiers

Post by Iluvalar »

If you really mean "weight" no. Tought it's true that higher level weapons are often heavier. This is not always true. The research cost is in fact coded in the files manually. I think the research time depend on the research cost divided by some boost which come from the research modules and afterward research module updgrade.
Heretic 2.3 improver and proud of it.
alto1234
Trained
Trained
Posts: 57
Joined: 01 Oct 2010, 17:12

Re: Research cost modifiers

Post by alto1234 »

Iluvalar wrote:If you really mean "weight" no. Tought it's true that higher level weapons are often heavier. This is not always true. The research cost is in fact coded in the files manually. I think the research time depend on the research cost divided by some boost which come from the research modules and afterward research module updgrade.
no, i'm pretty sure it depends primarily on the weight of the item you are researching, so if you research vtol factories, those are pretty heavy (see here for weight value) and thus it takes more time than the wss, which weighs very little :...:
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Research cost modifiers

Post by Iluvalar »

Ok fine... no matter. I was intending multiplying both cost and time research the same way. But if you're right, I would not complain either if two different set of modifiers was setable.
Heretic 2.3 improver and proud of it.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Research cost modifiers

Post by Iluvalar »

Ok then... I got it : Do it yourself :lecture:

Can someone testplay my mod please ?
in /src/research.c add around line 50

Code: Select all

#define RESEARCH_POINT_FACTOR		1 // [.25-4] simply multiply the research point of everything
#define RESEARCH_SPEC_POINT_FACTOR	1.5 //[.5-1.5] Change the curve of research point cost changing the "specialisation behavior" of everybody
then around line 610

Code: Select all

pResearch->researchPoints  (UWORD)resPoints;
must be changed by :

Code: Select all

pResearch->researchPoints = pow( (UWORD)resPoints , RESEARCH_SPEC_POINT_FACTOR ) *RESEARCH_POINT_FACTOR/pow(3600,(RESEARCH_SPEC_POINT_FACTOR-1));
Of course the goal would be to leave the two variables in the hand of the player at the start.

I just want to say that that value at 1.5 is making an extreme change in the game. If you try, you will and up researching much more weapon instead of specialising in some branches.

Edit : After another game, I just changed the 4800 for 3600 in the balancing calculus. This is the point where the research is unaffected by the second variable. A research of 3600 will stay at 3600 point. This can be achieved by adjusting the first RESEARCH_POINT_FACTOR together with SPEC_POINT but... well I want to make sure that leaving RESEARCH_POINT_FACTOR to 1 will procure a good experience with any SPEC_POINT; That the adjust fonction (removing that division just leave all research ridiculously too high) work well.
Heretic 2.3 improver and proud of it.
User avatar
Iluvalar
Regular
Regular
Posts: 1828
Joined: 02 Oct 2010, 18:44

Re: Research cost modifiers

Post by Iluvalar »

To be continued here :
viewtopic.php?f=30&t=7178

Can a moderator close this topic ? Sorry for the up, but that idea made a snowball in my head and now I have all a bunch of cool parameters to change :) .
Heretic 2.3 improver and proud of it.