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Re: [mod]Next Research System (NRS)
Posted: 25 Apr 2012, 01:01
by Iluvalar
hmmm, i can't reproduce that here right now... Can someone else try please ?
TheBurlak20 : 8c-concrete is a low oil map and you load the high oil mod (NTW). Is that intentionnal ? The result will be exceedingly high research cost, and probably longer games than necessary.
Re: [mod]Next Research System (NRS)
Posted: 25 Apr 2012, 05:23
by NoQ
TheBurlak20 wrote:Warzone 2100\mods\multiplay
"E:\Gry\Warzone 2100\warzone2100.exe" --mod_mp 8c-NTW_NRSpV111.wz
Game in version 2.3.8
This shouldn't be run as a mod. This is a map that has to be installed as a map.
I have no idea what happens when a map is run as a mod, but last time i tried, it failed.
Re: [mod]Next Research System (NRS)
Posted: 25 Apr 2012, 07:14
by Iluvalar
Oh yeah... now that i recall it...
Extract the mod in the same folder, in a folder name exactly "8c-NTW_NRSpV111"
and then, you should be able to load your save.
2 NoQ :
Try harder

.
Re: [mod]Next Research System (NRS)
Posted: 25 Apr 2012, 07:15
by Iluvalar
NRSpV112
*Critical bug fix : modern bank from V111 were simply evil. I was considering it sometime as 1/2 bank + 1/2 park, and sometime as 1 bank + 1/2 park and always in the advantage of the builder. So please, do not play or spread V111 it's bugged
*AI stronger
**Use banks again.
**Will rush less, but spend more in research. Which will make them more competitive on long term.
Re: [mod]Next Research System (NRS)
Posted: 25 Apr 2012, 10:00
by TheBurlak20
I must play your mod whit NTW, and what i must to do now when i unpacked NRS?
Re: [mod]Next Research System (NRS)
Posted: 25 Apr 2012, 16:05
by Iluvalar
now that it is in a folder, you can load that mod :
"E:\Gry\Warzone 2100\warzone2100.exe" --mod_mp 8c-NTW_NRSpV111
(without .wz) and the saved game should work i think.
Re: [mod]Next Research System (NRS)
Posted: 26 Apr 2012, 10:43
by TheBurlak20
Thanks, everything works fine. But in later game there is a problem, after researching all possible researches, many weapons were pushed out from the list. Can you add more tabs for all weapons in constructor.
Can you add new version of the mod?

Re: [mod]Next Research System (NRS)
Posted: 26 Apr 2012, 10:58
by NoQ
Can you add more tabs for all weapons in constructor.
No.
This is the problem on code side, not in moddable data. It was fixed in 3.1, but won't be fixed in 2.3.
Re: [mod]Next Research System (NRS)
Posted: 26 Apr 2012, 12:19
by TheBurlak20
Are there any chances to make this mod for version 3.1?
Re: [mod]Next Research System (NRS)
Posted: 26 Apr 2012, 19:38
by Cyp
TheBurlak20 wrote:Are there any chances to make this mod for version 3.1?
Where there's a will, there's a way.
Re: [mod]Next Research System (NRS)
Posted: 26 Apr 2012, 21:23
by Iluvalar
Cyp wrote:TheBurlak20 wrote:Are there any chances to make this mod for version 3.1?
Where there's a will, there's a way.
I'll be happy to ask you for a little help, once i will be able to end my games in beta and i'll get some minimal help to understand what is going on.
Re: [mod]Next Research System (NRS)
Posted: 26 Apr 2012, 23:40
by TheBurlak20
Testing the new version? Why not. How can I help you?
Re: [mod]Next Research System (NRS)
Posted: 27 Apr 2012, 05:01
by Iluvalar
No i will need some developers help once i'll move to 3.1 .
Re: [mod]Next Research System (NRS)
Posted: 02 May 2012, 22:50
by Iluvalar
NRSpV113
*Ai cheat a little by using debt2 mechanism all the time. The AI is just very bad at managing the greenbar and it need some help...
*Prestige reduced. When i did the mirror between interest and research, I used a linear approach. Since interest rate is quadratic, the prestige was far stronger than research (and anything else).
Big changes
*Armor layer fixed ! It required the armor to be extremely boosted.
**A "medium" damaging weapon will have half it damage cut by a heavy body. Which make them the best choice.
**However, if the weapons become "brutal", even the best armor will be a useless attempt. Opting for low armor (light bodies) will be the best choice.
**"Soft" weapons, on the other hand, will cap the 33% minimal damage on heavy bodies, so the extra armor will be useless. Thefore a medium body will work best.
*You can now choose your body size according to the enemy weapon line. Much more like we chose our propulsion.
*The propulsion price, is greatly scaled up. Wheel: 150=> 100%. Tracks 200=>300%.
*The will have a big dynamic between your weapon and the kind of body and propulsion you can afford.
**For exemple, cannon are medium priced. The natural fit will be a medium body with htracks. Using wheels or track will throw your symbiose a bit out with the body but will still be possible. You could also chose a light body on track or a heavy body on wheel.
*Lot of change has been made in the tech tree, so in each "tech level", you have :
*1 "anti tank"(t), 1 anti-borg(c), 1 other weapon(o).
*1 soft (s), 1 medium (m), 1 brutal(b) weapon.
*1 cheap(-), 1 medium (x) and 1 expensive(+) weapon.
*each are mixed as much as possible.
T0 : mg (cs-), cannon(tmx), mra(ob+)
T1 : flamer (cmx), rox (tb+), AA(os-), bomb(0bx)
T2 : laser (cb+), quark (ts-), mortar (omx)
T3 : emp (cmx), gauss (tx+), bb (om-)
Many changes were required to achieve that exactly.
say w=weapon, B=body, P=propulsion . 1 is you and 2 is the enemy we have
W1 <=> P2 (like usual, your weapon affect the enemy propulsion and vice-versa)
W1 <=> B2 (now armor choice)
W1 <=> P1+B1 (spend a fair amount into HP to make a "square" unit)
Now the cycle is completed, W1 <=> P1+B1 <=> W2 <=> P2+B2 <=> W1 ...
I'm not sure what is the conclusion yet... I might come back to explain deeper consequences of that when i'll find it ^^. But for now, one thing is sure : the rock-paper-scissor dynamic is now one step deeper in meaning.
Re: [mod]Next Research System (NRS)
Posted: 03 May 2012, 00:34
by Giani
You made the heavy bodies stronger because of my super-strong viper vtols

And i can never understand what you mean whit prestige being better than researching.