Contingency - A Warzone 2100 Expansion Pack Mod (Preview)

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Scavanger Rockets
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

Post by Scavanger Rockets »

The are always getting pulverized by CB fire when I use them
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

Post by Shadow Wolf TJC »

Well, I've finished work on the .pie models for the NEXUS Link Fortress's and the EMP Fortress's turrets. Here's what they look like:
wz2100-20120527_132052-Sk-Rush.jpg
The EMP Fortress, like the smaller EMP Cannon, is able to stun any units or structures a short distance around its target. Normally, targets would stay stunned for only a couple seconds, but the rate-of-fire of the EMP Fortress is so high that it'll actually keep its targets stunned indefinitely, until it either chooses a different target (such as if its original target is destroyed), or is itself destroyed. Because of this, it's an excellent defense against large, powerful tanks, or for protecting a narrow chokepoint.

The NEXUS Link Fortress, much like the smaller NEXUS Link Turret, is capable of taking control of enemy units, though, of course, it does so much quicker. However, since I've changed the weapons to fire in powerful bursts with a low rate-of-fire (as opposed to the constant streams, which were proving to be unreliable, as their shots were sometimes too weak to take control of their targets), the NEXUS Link Fortress included, they tend to be rather potent against powerful units or structures, but have too low a rate-of-fire to be able to take control of, say, a horde of Cyborgs.

Normally, this horde of light tanks would've steamrolled these fortresses. However, the AI (which was controlling this purple horde) tended to stop and attack whatever enemies it encounters, so this otherwise overwhelming group of tanks was easily dispatched. Against a more skilled player, I'd recommend supplementing these with defenses with a high rate-of-fire (such as Assault Guns, Assault Cannons, or Light Lasers) and/or that deal splash damage over a wide radius (such as Blunderbusses, Mini-Rocket Arrays, or even a Plasma Cannon).

Edit: I also had a Tactical EMP Superweapon planned, which would've been able to stun a wide area with a massive EMP blast. Unfortunately, I'm unable to implement it, so it's been cut.
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

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I've finished working on the .pie models for the different Tactical Ballistic Missile launchers:
From left to right: Armageddon (incendiary TBM launcher), Hellshaker (anti-structure TBM launcher), and Harbinger (fuel-air explosive TBM launcher).
From left to right: Armageddon (incendiary TBM launcher), Hellshaker (anti-structure TBM launcher), and Harbinger (fuel-air explosive TBM launcher).
These tactical ballistic missiles have even greater range than Archangels. In fact, they could probably cover an entire 256x256 map, no matter where they're placed. They pack a massive punch across a wide area, though they take up to 1 full minute to reload.
These tactical ballistic missiles have even greater range than Archangels. In fact, they could probably cover an entire 256x256 map, no matter where they're placed. They pack a massive punch across a wide area, though they take up to 1 full minute to reload.
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

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Scud missiles, I approve :nods:
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

Post by Arreon »

When can we expect the first playable beta? :)

This looks like a really fun mod. :)
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

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It should be coming soon now. I'm just finishing up the rest of the .pie models for the vehicle turrets, though I haven't yet started work on the Cyborg turrets.

In the meantime, here's some mortar action:
wz2100-20120528_173315-Roughness-T1.jpg
Now the Mortar turrets rotate, which allows them to better kite their opponents, though they suffer from an accuracy penalty while firing on the move. While it might be hard to see, the ones with red on them are incendiary mortars, while the ones with teal (which you may have already guessed is my favorite team color) on them shoot homing anti-tank shells.
Last edited by Shadow Wolf TJC on 28 May 2012, 23:48, edited 1 time in total.
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Giani
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

Post by Giani »

Arreon wrote:When can we expect the first playable beta? :)

This looks like a really fun mod. :)
+1 :)
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

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Shadow Wolf TJC wrote:It should be coming soon now. I'm just finishing up the rest of the .pie models for the vehicle turrets, though I haven't yet started work on the Cyborg turrets.

In the meantime, here's some mortar action:
wz2100-20120528_173315-Roughness-T1.jpg
Now the Mortar turrets rotate, which allows them to better kite their opponents, though they suffer from an accuracy penalty while firing on the move. While it might be hard to see, the ones with red on them are incendiary mortars, while the ones with teal (which you may have already guessed is my favorite team color) on them shoot homing anti-tank shells.
Maybe you and NoQ can work together to eventually create an AI for this mod. :) Probably a tall order, but the idea is there.

Nice screenshot btw. :D I can't wait to try this mod out.
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

Post by NoQ »

create an AI for this mod
Nullbot should be easy to adapt to this mod. Just add the new weapons into existing lists in personality definitions (or the standard definitions in the -head file) and their technologies into the research path definitions. I can accept this into the nullbot git ;)
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

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NoQ wrote:
create an AI for this mod
Nullbot should be easy to adapt to this mod. Just add the new weapons into existing lists in personality definitions (or the standard definitions in the -head file) and their technologies into the research path definitions. I can accept this into the nullbot git ;)
Wow, really? Awesome!

Maybe sometime down the road, I can contribute some sound effects for the weapons and explosions. I use Audacity now instead of Sound Forge. I find that more flexible and useful :)
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

Post by Goth Zagog-Thou »

Definetely looking forward to this. Have you given any thought to creating the 'Hawk' body? :D
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

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Arreon wrote:Maybe you and NoQ can work together to eventually create an AI for this mod. :) Probably a tall order, but the idea is there.
Although I've never worked on AIs before, I'll definitely need to update the NEXUS AI for this mod later (even though it's obsolete compared to Nullbot in vanilla Warzone anyways :P ).
NoQ wrote:Nullbot should be easy to adapt to this mod. Just add the new weapons into existing lists in personality definitions (or the standard definitions in the -head file) and their technologies into the research path definitions. I can accept this into the nullbot git ;)
Once the beta's released, I'll leave it up to you to adapt Nullbot for this mod. :wink: However, we'll all need to determine which unit templates need to be added in templates.txt (since I assume that AIs use that for creating their units), though for the sake of backwards-compatability with older maps, I'd like to keep all the old templates, even if they wouldn't be useful at all, in this mod.
Goth Zagog-Thou wrote:Definetely looking forward to this. Have you given any thought to creating the 'Hawk' body? :D
Not really (I already have a medium body called the Warhawk), though I've started to think about adding some ultra-heavy multi-turret bodies (like the Dragon) for each of the other body groups (Ouroboros/Jormungandr/Couatl, Abaddon, Sabretooth, Roc/Garuda/Phoenix, Excalibur, and Nemesis) in the future (along with several other things, including turrets, and even upgraded versions of existing propulsions), after the beta comes out.
Arreon wrote:Maybe sometime down the road, I can contribute some sound effects for the weapons and explosions. I use Audacity now instead of Sound Forge. I find that more flexible and useful :)
Perhaps. We'll see in the future.
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

Post by Iluvalar »

I strongly suggest you try to release it (even incomplete) ASAP.

You made wrong assumptions straight at the beginning of this. The game mechanic WON'T flow as you expect.

I don't say that to be mean. Actually I really like your energy and some of your ideas and I'm looking forward for the moment you will invest it in something functional. If you don't understand from a flat game theory basis where you fail, you will at least see it when the game will be in test play. So please, make those tests ASAP !
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

Post by Arreon »

Iluvalar wrote:I strongly suggest you try to release it (even incomplete) ASAP.

You made wrong assumptions straight at the beginning of this. The game mechanic WON'T flow as you expect.

I don't say that to be mean. Actually I really like your energy and some of your ideas and I'm looking forward for the moment you will invest it in something functional. If you don't understand from a flat game theory basis where you fail, you will at least see it when the game will be in test play. So please, make those tests ASAP !
I have to agree with you on the basis that I want to test it and see how it can be improved (not to mention have a great deal of fun with it :lol2: )
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Re: Contingency - A Warzone 2100 Expansion Pack Mod (WIP)

Post by Shadow Wolf TJC »

Iluvalar wrote:I strongly suggest you try to release it (even incomplete) ASAP.

You made wrong assumptions straight at the beginning of this. The game mechanic WON'T flow as you expect.

I don't say that to be mean. Actually I really like your energy and some of your ideas and I'm looking forward for the moment you will invest it in something functional. If you don't understand from a flat game theory basis where you fail, you will at least see it when the game will be in test play. So please, make those tests ASAP !
I know, but I'd like to work on the weapon models so that players could at least tell what is what. :|

Edit: On second thought, I'll work on the Cyborg turrets after I release the beta, since everyone here, myself included, is eager to test this mod out, even if they have to deal with weird models.
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