NoQ wrote:It's too early for me to reply, for i never played this mod in multiplayer yet.
Although I believe that multiplayer data is more reliable than singleplayer data, I'm willing to accept either. Care to post one of your recent gameplay match experiences like I recently did?
NoQ wrote:So far there seems to be a certain balance between mg viper wheels spamming and lc bug halftracks tech on standard 1x1 maps like Startup.
Not surprising, since Light Cannons are not only tied with Twin Machineguns as the 2nd earliest researchable weapon, but they're the earliest available weapon that's optimized for light vehicles, and fairly good against Tracks and Hardcrete to boot.
NoQ wrote:I also sense that the importance of build orders is relatively little in this mod, because buildings are built fairly quickly.
Are you sure? Deciding whether to go RFC, FRC, FRRC, RFFRC, etc. could still help out depending on one's playstyle or what map they're playing on. For example, when I'd want to truck-rush on a small map with few derricks like Vision, I'd probably want to go for a FRC or FRRC build, since I don't need all that many trucks, but I would like to capture oil ASAP, and get some MG Viper Wheels out quickly.
NoQ wrote:The balance between tech and production is, on the other hand, more crisp (the technology is more expensive than in standard game), so the choice between running two labs and running three labs is pretty hard.
I think I see what you mean, with how quick it is to produce units, and how slow research (especially on critical techs like Synaptic Link Data Analysis or Gas Turbine Generator) can take. A handful of 5 MG Viper Wheels would most likely already cause much panic early-game, so imagine seeing, like, 25, 50, or 100 of them barreling towards you. You'd have to devote some of your power just to fend off these kinds of attacks, hopefully without wasting too much power on units and defenses that end up into piles of junk. While I originally wanted to restrict how quickly players could tech-rush for, say, VTOL Propulsion, I wonder if I should reduce the prices of some turrets (like Medium and Heavy Cannons, or Twin Assault Guns), and possibly other things as well?
Iluvalar wrote:Contingency is a big sandbox, if shadow wolf ever continue that mod long enough to be decent for competitive play, an awful lot of stuff will be discarded or modified beyond recognition.
Even if it becomes underused, or worthless for the vast majority of players, I doubt that I'd want to remove anything unless it's OP beyond any hope of salvaging. Even then, I doubt that I'd add such a thing.
Iluvalar wrote:My CRS mod outlines start to be clear in my head, if you can create your stuff so I can make a line of 4-5 weapons that look great together and have the same weapon modifier, i might want to port some of your creation in a set for CRS.
Since Warzone 2100: Contingency was released under the CC-BY-SA license for now (I may switch to, say, CC-BY later on), others are free to use the mod's resources in their projects without needing my permission, so long as they credit me and release their content under a similar open-source license. (I'm personally not a big fan of those that release their content under a license that restricts others' legal ability to create derivatives, such as CC-BY-ND, which is why I personally favor licenses like CC-BY-SA) Although, if you wish to use a different license, then you'll need my explicit permission (much like with how I gave Goth Zagog-Thou permission, even though he's using content that's possibly licensed under something that's incompatable with CC-BY-SA).
Goth Zagog-Thou wrote:I dunno, I enjoy the greatly expanded tech tree myself. I really do like Contingency.
I also envision that if NEXUS were alone in the desert for 2 years without any competition that
this is what he would do to pass the time.

That's all I have to say.