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[SOLVED] Mod for veterancy

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Dear Zero-K users,

I'm a new player to this game. However, I want to play it against computer only as I don't have time to burn for multiplayer games. I know that many of you don't like the idea that veterancy would increase HP or DPS of units because it removes balance and because your reward for killing the enemy is already there with your surviving soldiers, ie there is no need for another feedback loop.

Yet I literally ONLY play RTS in which I can sentimentally attach to a unit that becomes stronger as it survives on the battlefield. So for my own experience of the game, it's crucial that veterancy has an impact on the unit's stats. I best enjoyed RTS like Celtic Kings or Warzone 2100 for precisely THIS reason.

Basically I'm not suggesting to modify the original game for all of you. I simply want to know which section of the code I can modify myself so I have my own mod in which veterancy has an effect. Does someone know that?

Thanks in advance! :)
+6 / -1
4 years ago
https://zero-k.info/mediawiki/index.php?title=Zero-K:Developing
https://zero-k.info/mediawiki/index.php?title=Mod_Creation

there is some degree of veterancy ; commander can be upgraded and units get badges for having made cost x times(bronze to gold)
after the game there is a decorated veteran award for the units that killed the most value compared to its own.
+1 / -0


4 years ago
https://github.com/ZeroK-RTS/Zero-K/blob/master/gamedata/modrules.lua#L98

You don't need to change experienceMult as there is a gadget that applies experience. Also, reloadMult may be unusable since reload times can be overridden by the attributes framework. The heamthMult might work, or might not.
+0 / -0
4 years ago
what was the other option
+0 / -0
Thanks for your answer. I created a mod as explained in >> this link <<.

For those of you who are interested in the process, here's a quick walkthrough:

Basically I downloaded the >> zk.sdd example mod <<, then I put it in the "games" folder of the Zero-K.exe executable folder, I removed the "unit" folder, created a "gamedata" folder, downloaded the >> modrules.lua file, and modified it as follows:

From
quote:

experience = {
experienceMult = 0; -- defaults to 1.0

-- these are all used in the following form:
-- value = defValue * (1 + (scale * (exp / (exp + 1))))
powerScale = 0; -- defaults to 1.0
healthScale = 0; -- defaults to 0.7
reloadScale = 0; -- defaults to 0.4
},

To
quote:

experience = {
experienceMult = 0; -- defaults to 1.0

-- these are all used in the following form:
-- value = defValue * (1 + (scale * (exp / (exp + 1))))
powerScale = 1.0; -- defaults to 1.0
healthScale = 0.7; -- defaults to 0.7
reloadScale = 0.4; -- defaults to 0.4
},


Then, I opened Zero-K, opened the "Settings" page in the menu, opened the "Developer" submenu, found the "Singleplayer" line and selected "Zero-K Dev" at this line, and then I created a skirmish to test the modifications.

And now my units get bonuses as they fight, so I'm satisfied :).

Best regards.
+4 / -0


4 years ago
Just gonna say, I think it would be most cool if we re-introduced some kind of bonus for unit exp chevrons back into ZK. Always thought it was cool to have an uber peewee in Spring.

Maybe just a reload time bonus, as in the C&C Generals games :D
+5 / -0
4 years ago
quote:
Always thought it was cool to have an uber peewee in Spring.


Dunno what mod you talkin' about when talking about Spring, but sure, maybe cool to have, but for example in BA you really see no difference in unit with or without exp in fights. Peewee with no exp vs peewee with lots of exp, the other could have double the health from exp, but they both still die easy. Ok, BA has lots more units in the field, ZK has less, maybe easier to see differences in stats with less units.

Only unit where exp mattered in later versions of BA was maverick, starts as shit, but you can micro that unit to something very, very cool.
+0 / -0
Firepluk
Duh, doesn't even have to be military stat like stuff.
Having a built in radar for vet units after certain XP can be an interesting in-game mechanic stock zk could use or maybe slightly increased LOS
+0 / -0


4 years ago
quote:
Dunno what mod you talkin' about when talking about Spring, but sure, maybe cool to have, but for example in BA you really see no difference in unit with or without exp in fights. Peewee with no exp vs peewee with lots of exp, the other could have double the health from exp, but they both still die easy.


I like that aspect though. It happens, it has an effect ingame, it's cool, but doesn't overpower game mechanics.
+0 / -0
Veterancy bonuses are cool and all, but there are two big blockers:
  • Simply applying an equation to some stats creates a lot of sudden leaps of power that depend on the particulars of a weapon or matchup. (Increasing health smoothly can create sudden jumps against units like Scalpel, increasing DPS via reload-reduction is very jumpy for units that fire very fast). A better designed system would probably give out a few different bonuses on integer levels.
  • The rest of the game needs to be redesigned around units efficient attrition units becoming even more powerful.
+1 / -0
what about higher ranked units become cheaper to repair?

its not a repair speed buff and is still mostly non combat.. just costs a little less energy
+3 / -1

4 years ago
So now Crab is a super effective turret that can repair away damage much better than before. Meanwhile Spectre/Phantom has gained nothing.
+1 / -0
i cant think of a stat that is weaker then -energy repair cost.. maybe turret elevation speed.. .. it wouldnt make crab faster to repair or stronger it might just cost a bit less to repair.. hmmm... if your using crab vs phantom as an example then the veterancy thing wont work for you at all.. since phantom just dies when you find it

maybe ranked units could get +1% disarm damage per rank converted from actual damage to scale
and +1% auto repair rate so that units get a scaled damage/health bonus without effecting hit vs kill ratio's

or how about speed.. all units can always benefit from speed

speed is a very strong stat tho.. almost as good as range

idk.. you shoot me down.. do you have any better ideas?
+0 / -0
hmm 3 veteran ranks right?

what about +5% projectile speed / rank = +15% projectile speed

or +5% los

or +5% turn rate

or +5% impulse to weapons (lowering enemy momentum)

??

or maybe on rank 3 they can morph to get stronger at a cost..

im just going to spam potentials in-case something is a good idea
+0 / -0
4 years ago
Yeah, what each unit would actually benefit from is something that varies based on each unit. (Or at least, what benefits their existing roles the most while minimizing their abilities to get new roles.)
The "Cost made" award is based on the exp, right? Because I kinda want to have buildings gain exp but then "Cost made" would probably always be taken by a mass extractor or something.
+0 / -0

4 years ago
As GF said, the only thing that'd make sense are discrete veterancy levels with manually tuned values. Effectively you'd have to create multiple versions of every unit, optimally with modified visuals.
+0 / -1


4 years ago
Just decrease reload time by 10% for each chevron.. requires no significant tuning. A goliath that has killed 4000m of units firing 20% faster isn't going to break the game, but will still be cool.
+3 / -0
4 years ago
Except that doesn't help, because you've got continuous and rapid-fire weapons. Also, it starts making assaults more rioty and capable of handling raiders, and it makes anti-heavies into more general-purpose units.
+1 / -0
4 years ago
Probably the most sane thing would be a small amount of regen? Either +5 per level of veterancy, or a percentage of hp. Possibly regeneration in combat, even. It would be useful at all stages of the game for almost all units, and give some more incentive to keep units alive, which might help newer players play more intelligently? At least as long as it's only a small amount it won't instantly break any given engagement, and should be less snowbally than most other things you could do.
+1 / -0
4 years ago
max regen flea ftw =P
+0 / -1
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