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Re: Warzone 2100: Contingency (Beta now released)

Posted: 10 Jun 2012, 02:35
by Shadow Wolf TJC
@Giani: No, you don't. It wouldn't have any effect anyways.

@TheBurlak20: Inside the folder with the Warzone 2100 .exe file, do you also see a folder titled "mods"? Open that, then create a new folder titled "autoload" within the "mods" folder (unless you already have a folder titled "autoload", in which case, you could skip that step). Once that's done, place contingency_v0.3.2.wz inside the "autoload" folder, and it should run when you start up Warzone 2100. (The name of the mod should appear on the top-left corner of the screen.)

Re: Warzone 2100: Contingency (Beta now released)

Posted: 10 Jun 2012, 02:36
by aubergine

Re: Warzone 2100: Contingency (Beta now released)

Posted: 10 Jun 2012, 03:17
by Giani
The mod is AWESOME :D :D
But, why the AA and the VTOLs take soooooo long to be able to be reasarched? And mgs can't shoot VTOLs? :shock:
Just finished a game, and... Nullbot won by just getting VTOLs fast and spamming them :stressed:

Re: Warzone 2100: Contingency (Beta now released)

Posted: 10 Jun 2012, 04:21
by Giani
If weapons that aren't AA can't shoot at vtols, then why the cannon of the fortress can?

Re: Warzone 2100: Contingency (Beta now released)

Posted: 10 Jun 2012, 04:23
by Shadow Wolf TJC
Giani wrote:The mod is AWESOME :D :D
But, why the AA and the VTOLs take soooooo long to be able to be reasarched? And mgs can't shoot VTOLs? :shock:
Just finished a game, and... Nullbot won by just getting VTOLs fast and spamming them :stressed:
What strategy were you trying to go for in the game that you lost? What were you focusing your research on? What difficulty was Nullbot on?

Edit: I moved VTOL Propulsion to T2 so that Flamer/Laser users could have enough time to research Stormbringer AAs. Perhaps I could move VTOL Propulsion back a little more to buy players a bit more time?

By the way, the Cyborgs should still be able to attack air units.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 10 Jun 2012, 06:53
by NoQ
TheBurlak20 wrote:
NoQ wrote:--mod_mp=contingency_v0.3.2.wz
It didn`t work. The game still doesn`t start.
What does it say when you type the same command in your cmd.exe?

Re: Warzone 2100: Contingency (Beta now released)

Posted: 10 Jun 2012, 13:38
by NoQ
v0.8 of the NullBot Contingency AI is out. It will hopefully make better use of artillery now. It will also increase the minimal size of VTOL groups with time.

Re: Warzone 2100: Contingency (Beta now released)

Posted: 10 Jun 2012, 15:33
by Giani
Shadow Wolf TJC wrote:
Giani wrote:The mod is AWESOME :D :D
But, why the AA and the VTOLs take soooooo long to be able to be reasarched? And mgs can't shoot VTOLs? :shock:
Just finished a game, and... Nullbot won by just getting VTOLs fast and spamming them :stressed:
What strategy were you trying to go for in the game that you lost? What were you focusing your research on? What difficulty was Nullbot on?

Edit: I moved VTOL Propulsion to T2 so that Flamer/Laser users could have enough time to research Stormbringer AAs. Perhaps I could move VTOL Propulsion back a little more to buy players a bit more time?

By the way, the Cyborgs should still be able to attack air units.
My research was cannons+machine guns. Nullbot was in insane difficulty(I can beat the normal nullbot in that difficulty). The problem aren't the VTOLs, it is the AA that is very difficult to get :|

Re: Warzone 2100: Contingency (Beta now released)

Posted: 11 Jun 2012, 04:13
by Shadow Wolf TJC
Giani wrote:My research was cannons+machine guns. Nullbot was in insane difficulty(I can beat the normal nullbot in that difficulty). The problem aren't the VTOLs, it is the AA that is very difficult to get :|
You were aware that I added anti-vehicle machineguns and anti-personnel cannons, right?

Re: Warzone 2100: Contingency (Beta now released)

Posted: 11 Jun 2012, 04:58
by NoQ
I had a feeling that howitzers are fairly effective against cyborgs (and even against tanks) and surprisingly ineffective against buildings. That is, howitzer emplacements (i'm not even talking about bunkers) aren't really countered well enough by howitzer tracked tanks, which gives turtles a serious advantage.

Anybody else feels that? (:

Re: Warzone 2100: Contingency (Beta now released)

Posted: 11 Jun 2012, 06:06
by Shadow Wolf TJC
What about Ground Shaker Howitzers (the "new" Ground Shakers mind you, not the Heavy Howitzers)? How well would tanks armed with those stand against Howitzer Emplacements?

Re: Warzone 2100: Contingency (Beta now released)

Posted: 11 Jun 2012, 08:06
by Goth Zagog-Thou
Shadow, you've done a great job on this. Thank you for your efforts, and your vision. :)

Re: Warzone 2100: Contingency (Beta now released)

Posted: 11 Jun 2012, 13:59
by Giani
Shadow Wolf TJC wrote:
Giani wrote:My research was cannons+machine guns. Nullbot was in insane difficulty(I can beat the normal nullbot in that difficulty). The problem aren't the VTOLs, it is the AA that is very difficult to get :|
You were aware that I added anti-vehicle machineguns and anti-personnel cannons, right?
No...
But they take long to get, right?
Btw, what happened to cyborgs? They die whit 1-2 shots...

Re: Warzone 2100: Contingency (Beta now released)

Posted: 12 Jun 2012, 04:28
by Shadow Wolf TJC
@Goth: And thank you (and everyone else) for playtesting it and providing feedback.

@Giani: Most of these weapons are located in late T1 or early T2. Also, since the Cyborgs were made so cheap (and thus spammable), they had to be given low HP to balance this out. Because they have so low HP, the majority of the weapons that could 1-shot them tend to be ineffective against them due to their low rate-of-fire, and due to them dealing far more damage than is necessary (overkill).

Re: Warzone 2100: Contingency (Beta now released)

Posted: 12 Jun 2012, 23:19
by Giani
Cyborgs have so few hp that they are useless...