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thepit2008

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Warzone 2100 : New Developer Release and Original Music Pkg for 2100
Posted by Rman Virgil on 2008/5/15 11:50:00 (3 reads)

----------->

* This is a Team Member Announcement but it is also a clear indicator of what the WZ fan base can expect with the first public release.... which is coming, we're not just teasing and yanking your chain. Though I'm sure it comes across that way sometimes.

* Chojun released last night r23-r14, featuring his newly minted 1.11 A.I.

* Coppercore did the build and has handed it over to Grim for uploading here and,of course, subsequent intense testing by the QA team.

* ALSO.... Member Angeousa Q has submitted approx 42 Mbs of original music he's been working on the last few months for WZ 2100. That will surely be part of this project's first public release package.

* A lot of good work has been going on behind the scenes..... and continues apace. It really is never ending which if you are enjoying the process then you don't really dwell on that aspect.

* We look forward to the day when all WZ fans who visit this site will be able to download all this kwel stuff, have fun with it, and let us know of your experiences and what you look forward to down the road.

* We also really look to engaging you all from that common basis.

* For now... Coppercore and the QA team have their work cut-out for them.... very critical to bringing us ever closer in fact to that first release date.

- Regards, RV

* Additional Note: Our first release will also suport all the original CAM FMVs and Pumpkin's original music - so if you own 'em you can enjoy 'em. 'Course it will also support all the stock maps.

* Also - Coyote has been using Remus's New EW Map Editor to make a slew of masterful new maps you will also be able to enjoy with the first release in MP or SKI... And if it's SKI you prefer, Chojun's new v.1.11 will give you a run for your money that will be varied and savvy in its behavior. May even make ya a stronger player for when feel comfortable taking on other WZ players in MP.

* Some of us also like to watch A.I.'s fight each other and shoot Machinma of the battles... we'll tell ya how to do that too.

Comments?
Warzone 2100 : Original Music & SFX For WZ2100 and 2200 Campaign
Posted by Rman Virgil on 2008/5/1 18:40:00 (91 reads)

----->

* UPDATE 5/12/08:

* "Tune 11 WIP" Streams HERE

* The very opposite of my "Wall of Sound". I call it my "Naked Kool".

* This "Tune 11" brings to a close the "Bazaar" phase, my opening up my workshop to public exposure,
and initiates my "Cathedral" phase were in I make it a full-fledged album of original music communing
in the final mixes with my insistent muse.

* I thank you all for sharing this journey with me to this point. It's been fun and the great thing is, the fun's
just getting going in taking this particular project to the finish line.


* UPDATE 5/01/08:

* Since the last update I've posted 7 WIP music files.... which includes 5 since yesterday.


* UPDATE 4/16/08:

* "Tune 6 Fragment" posted. The very beginings of an experiment (& new direction) in dissonance / harmony / counter-point. I won't get back to finish it for a couple weeks. Gotta attend other stuff for a spell in storyland, mapville & the CamVerse of 2200. Then there is play-testing our imminent release.

* EDIT: I profess to stay away but I'm drawn back - maybe like a moth to the fire.

* "Tune 6 Fragment" has grown some and is twice as long.

* Still far from completed you can Stream both the New 4/16 Heavy Guitar Mix And / Or

* The very diff Piano Version HERE


* The voiceings & arrangements of my last 3 compositions is tending to a thickness-density I'm not entirely happy with but the muse is leading me somewhere and I have to trust it in the interim otherwise I'll never get to that destination - wherever, whatever, that may turn out to be. That is usually the pattern-process in whatever creation I work with. The messy, hopefully, germinating the elegant like a rose outta dung composted soil. What a rather inelegant metaphor for elegance.


-----> Continued on Page 2...

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Warzone 2100 : nirgalvalles in our downloadsection
Posted by Coyote on 2008/4/26 22:55:25 (14 reads)
Warzone 2100

bridges at nirgalvalles map and resources map

file name is just nirgalvalles due to constraints in the code.


Comments?
Warzone 2100 : tharsisgreen in our downloadsection
Posted by Coyote on 2008/4/26 22:52:17 (18 reads)
Warzone 2100

tharsisgreen rc1 map and resources map

Comments?
Warzone 2200 : FMV and backdrop stuff.....
Posted by GrimMoroe on 2008/4/23 12:00:00 (28 reads)

I have been working on some stuff for the FMV and backdrops for the game. Here is a sample:

Discussions can be found here:
http://www.warzone2200.com/modules/newbb/viewtopic.php?topic_id=6&forum=19

Comments?
Warzone 2100 : passjudgement map and resourcesmap rc1 in our downloadsection
Posted by Coyote on 2008/4/19 15:00:00 (21 reads)
Warzone 2100

passjudgement map

250 by 250 desert 8 player

rc1

Comments?
Warzone 2200 : Updated FAQ: What Is This Project About
Posted by Rman Virgil on 2008/4/19 14:30:00 (32 reads)

--------->

* Among the many things going-on in preperation for our soon-a-coming first release, Chojun has UPDATED the Project FAQ page:

General Project FAQ

* Do check it out. I think it covers a lot of questions you may have in clear, precise, short order.

* If there is anything it doesn't speak to, please let us know. Thanks.

- RV

Comments?
Warzone 2100 : New VisiRaptor Framework
Posted by Rman Virgil on 2008/4/14 14:30:00 (54 reads)

------->

* 4/14/08 UPDATE & Clarification:

* Chojun speaks to WHAT "Visiraptor" IS and what it is NOT.

* Please do read carefully before "knowingly spreading the word".

* If you have any questions DO ask before projecting any suppositions or assuming this, that or the other.

* You can read all the details, post your comments & questions in THIS thread

---------->


* 3/21/08: Another Chojun UPDATE today.

* Here's a little excerpt from the post:

Quote:


Chojun wrote:

I was finally able to work out the issues that was caused in Warzone by the integration of VisiRaptor.

..............

The good news in this is that VisiRaptor is now not only building into its own DLL, but it is now integrated into Warzone. The next development release will feature VisiRaptor's debut.



------->

* 3/14/08 UPDATE:

* The Visiraptor .dll.....another milestone on the Roadmap to bringing the WZ GFX Engine closer to 2008. While Grim's ton of new art is there awaiting it is also quite kwel right now in WZ's current phase.

-------->

* Chojun discusses the New VisiRaptor Framework:

* "The tentative working name for Warzone's new graphics engine is VisiRaptor...."

* Be sure to check regularly as Chojun is continuously updating with progress reports.

* EDIT: 2/24/08

* A picture can be worth a thousand words. What follows is the visual artistry GOAL:



- Cheers, RV

Comments?
Warzone 2100 : SIX new rc1 Maps in our download section
Posted by Coyote on 2008/4/9 17:00:00 (27 reads)
Warzone 2100


~ 4/13/08 Release:

250 by 250 Psycho A.I.: 8 player desert and water map





~ 4/09/08 Release:

three gorges mars map archives

rc1 - 250 by 250 - 8 player desert



~ 4/7/08 RELEASE:


250 by 250 version of the 128 by 128 the pit.

total redo of this map. with stock ai - players should expect to be attacked with in 10 mins or possibly less.

rc1 - 8 player


~ 4/6/08 RELEASE:

newbeachead is from the mars maps archives

250 250 map

8 player




~ 4/6/08 RELEASE:

cam1adv rc final

250 250 version of the original 128 128 cam 1a map

8 player






~ 4/5/08 RELEASE:

8 player

250 by 250 desert map

command centers and 2 trucks

UPDATED MAP FILE AND PIC


* EDIT: All these were made in the New EW Map Editor by Member Remus stocked with New Art by Grim.

Comments?
Warzone 2100 : WDG Explorer
Posted by Rman Virgil on 2008/4/5 20:20:00 (38 reads)

------->

* Chojun has made available Bones0's "WDG Explorer" in our downloads module.

* An indispensible tool if you wanna work with older maps & mods (in .wdg format) without the original source files used to compile the .wdg

* Of course the main purpose for working with this tool is to "rescue" the kwel efforts of the past and make them compatible in the present format.

- RV

Comments?
Warzone 2100 : New Models & Overview SAT Map of 2200 CAM
Posted by Rman Virgil on 2008/4/5 17:30:00 (112 reads)


* You can post your comments 'bout Grim's New Models in THIS Forum

-------->

* UPDATE 3/30/08.

* FMV HQ: "I would say this is final." - Grim



-------->

* 3/23 UPDATE: Grim's New Cyborg Canon and Latest HQ In-Game










-------->

EDITED: March 11, '08...

* Follow Grim's New Models for the WZ 2200 Campaign HERE

Check our Irc logs for 3/4 /08 HERE for more awesome models

* Conected to this -

* Here's a SAT Overview of the geographic region where at least 25% of the missions are taking place and of course that means tons of NeW Map Features indigineous to these territories - like Palm Trees, to barely scratch the possibilites:



* We also touch upon the need to re-do the "HPs" of certain Map Features like Urban Buildings and also the top-end "Speed / Payload" of Vtols because of map-size doubling.

* Actually this just scratches the surface of what we must get to.

* Some other issues very much connected to our new 500 x 500 maps is WZ's in need of help pathfinding and we've gotten into some specific long-term solutions to that in team space...

* One thing I will mention here is the interim solution proposed of implementing the big Unit Transports for both MP & SKI.

* There is no reason why WZ gamers should be limited to just moving Cyborgs with the Troop Transport.

* Being able to move tanks with a Unit Transport, in essence taking to the air, is admittidly an end-run around the current legacy short-comings of WZ's Pathfinding (technically called the "A*" scheme).

* While this is a temporary relief from the pathing frustrations till the implementation commences full steam ahead it is also delivering another real dimension of FUN in expanded gameplay. And yes, there are specific solutions for both the A.I. in skirmish and the gamer in MP.

* It all boils-down to the same old story - managing time, manpower, & having to prioritize there from on the Project Roadmap. As awesome as our coders are (Chojun & Remus) they could use one more hand to help round out an optimal team.

- RV

Comments?
Warzone 2100 : Development / Test Build Details
Posted by Rman Virgil on 2008/3/28 5:00:00 (26 reads)

------>

* Development / Test Build Details:

Quote:



Chojun wrote:

Frank, Here are the details for the build. Coppercore is handling the release and as of this writing, should have the build up on the site momentarily.

----->

* Organizational changes for the Framework and AGI; removed a number of windows.h dependencies (cleanup of this nature is ongoing)

* Project configuration changes: Release mode now builds with level 2 warnings only (changed from level 4)

* Color-key fix for transparent images (Remus)

* The Framework will now create multiple dumps when an unhandeled exception is caught. The smaller dump is a stack trace and the larger dump is a (very large) dump of the program's memory space, extremely useful for debugging

* Enabled support for base structures with team colors

* Altered the PCX Loader class to accept a function pointer to allow it to use Warzone's custom memory management

* Warzone is now using the VisiRaptor Graphics Library. VisiRaptor.dll is required for the game to run.

* The game will no longer continue to scroll if the user clicks
outside of the Warzone window (when running in windowed mode)

* Slightly alter the program flow for CNormalState to prevent stack thrashing

* Remove the Process Manager from the Framework

* Created a configuration file for Warzone. This allows the user to tweak #defines, as well as enable multi-platform support in VisiRaptor (such as for the XBox)

* Created an Ivis02 graphics driver for VisiRaptor

* Added the "Created/Developed by Pumpkin Studios/Eidos" text at the bottom of the screen (a bug was preventing the text from being drawn)

* Fixed a bug where the game crashes on exit

KNOWN ISSUES:

* In-game volume settings are a little strange as they flip back and forth, sometimes turning off completely.

* Crash in the sequence code when viewing intelligence display items (such as research-completed items)

* Occasional Cursor ghosting and double-cursors (needs more testing to verify the exact problem)

* Can sometimes get stuck in drive-mode

* TODO:

* Re-enable error checking in IManagedObject.h




----->Related:


* "Team Colors on Structures" is now working for the first time.

* Chojun implemented changes to the source essential to making this a reality.

* If you have any comments or are curious about this new features evolution just press THIS link

* Also on Warzone's new graphics engine tentatively called "VisiRaptor"....

* You can read all the details of VisiRaptor as Chojun has carefully described them, post your comments & questions in THIS thread

- RV

Comments?
Warzone 2100 : Cooperation and Collaboration Across Projects
Posted by Rman Virgil on 2008/3/22 20:00:00 (25 reads)

------->

* There are many examples of collaboration between members of the 2 WZ Teams working on advancing the game into the 21st Century.

* I choose this most recent example connected to the New HQ2 Model that was just posted earlier today.

* It has to do with code-changes needed to effect Team Colors on Structures.

* HERE you can actually see the collaborative process unfold to discovery and solution... it's indeed inspiring.

* The collab was between Grim and Devurandum.

- RV

Comments?
Warzone 2200 : Cyborgs, Synaptic-Link & Digital Battle Space
Posted by Rman Virgil on 2008/3/10 10:00:00 (64 reads)

----->

Cyborgs, Synaptic-Link & Digital Battle Space...(DBS)

* I've given this a lot of thought & research. Besides my posted Refrences in our Wiki, here are 2 that are easily accessible on the Net:

* MIT's Institute for Soldier Nanotechnologies (ISN)

* Honeywell’s Augmented Cognition Technologies ...like their "The Honeywell Image Triage System"....

* First off - Cyborgs are not drones... there's peeps in there.

* Second, there are 2 key components to "Advanced C-3" for Commanders DBS: one, the "Synaptic Link" and two, deployed "U.A.V.s".

* What we are doing here is actually visioning in greater detail the "nuts & bolts" of the Synaptic Link and its battlefield applications.

* How about some buzz words that deal with just this:

* "Real-time cognitive state assessment," "Networked soldiers," "Augmented Cognition," "Human-computer warfighting integral."

* Translation: We're talking Cyborg Commanders in 2200 (including a meshed "Advanced Pilot Mode" & a "Player Avatar Immersion"...)

-------->

3 Synaptic Link GPMs:

Quote:



author: psychopompos from the WRP bbs...

how, if the units in WZ have human occupants, does nexus take control of them?

is there some kind of story to it?

i could understand a virus disabling/affecting the performance of a computer reliant vehicle, but taking control permanently and entirely!

in current tanks for instance, if mechanical loading units break, the crew can still load manually.



* All borgs & unit pilots have "Synaptic Links" & this is the basis of 3 GPMs:

* (1.) Command & Control "Digital Battle Space" augmented by "U.A.V.s"

* (2.) "Mind-control" via the Nexus Link "Capture Turret"

* (3.) "Battlespace Info Disruption" via the Nexus "Intruder Virus"..

* At least, that is HOW it is playing out at present in WZ 2200.

* If you have something to contribute to this provocative subject, by all means please do so HERE


------->

Scav To Borg GPM ?:

* Another evolutionary slash expansion path we are exploring.

Quote:

Rman Virgil wrote:

* This falls under the same motive of wanting to transcend the canon fodder state and make genuinely effective WZ Infantry.

* One KISS approach already put forth for Borgs is giving them "At-4s" & U.A.V. "Battle Space" awareness to mitigate "perpetual unpreparedness".

* Of late i've been mulling over a parallel roadmap for Scavs.

* Along the lines of "Cargo Containers" I've thought about heavy equipment like the dozers used in strip-mining ... armed with twin ATs... quite a bit more impressive than a buggy or school bus.

* Now I'm on a different track that comes down to a "Capture" GPM.

* I've stated elsewhere that I see units as Piloted by flesh & blood.... same with Borgs - under the armor & EXO there's a human being.

* Which brings us to Scavs...

* A GPM that enables Scavs to "Capture" units & borgs....

* First they need a means to disable or imobilize so as to create a "Capture" opportunity...

* My question - Is this a path worth pursuing ?

- RV


* HERE is where you can have your say on this development if your interested

* EDIT: Thanks to Coppercore, Griff & Coyote we just may have come up with a working solution to this proposition...

* How attractive it is to WZ gamers at large - well that's up to you all to make your voices heard.


- RV


Comments?
Warzone 2200 : More On Factions
Posted by Rman Virgil on 2008/3/10 9:30:00 (46 reads)

-------->

* A little faction summing-up.

* I've expressed in detail how i'm proceeding to build the factions like so:

* "The Project" is modeled on the work of Amory Lovin's Rocky Mountain Institute (RMI), the Humanism of the Renaissance & the artistic temper of Elizabethan England

* "Nexus" (Dr. Reed & Synaptics, Inc) on the Transhumanism movement

* "The Luddites" on the Primitivism of John Zerzan, Edward Abbey's "Monkey-Wrench Gang" & the radical Eco-Terrorist Movement.

* "The 7 Scav Nations" on the historic Iroqouis Confederacy & the Lakota culture exemplified in the life of Black Elk

* "The ManGodAi" fashioned on anchient Spartan Warrior culture, Genghis Khan's conquest strats & cloned Neanderthals

* To that let me add that i'm in the midst modeling

* "The New Paradigm" on the 450 year heroic leadership history of the Jesuits.

* And

* "The Collective" i'm considering modeling on the Knights Templar or the Free Masons.

* The only thing I've suggested about "The Lunarians" and "The Apollonians" is that Dr. Reed planted Nexus sleeper splinter cells in both colonies as well as their origin dates on the Grand Timeline - that's it.

* With the "Titans" I've suggested nothing but a position on the Grand Timeline

* What I propose is that the "Lunarians" (Moon Colony), "Apollonians" (Mars Colony) and "Titans" (Saturn Moon Colony) be much more actively collaborative or even that I step aside entirely and you all define them.

* 'Course if you all prefer I go foward with them as well, I will. But I really want to afford our team an opportunity to very specifically shape the factions of 2200. That goes for the ones I've already started to define in addition to the 3 last mentioned that are totally undefined.

* It's a long journey, nothing is written in stone, so mull it over when you get a chance & donot hestitate to throw your 2 cents into the emerging faction constructs...

--------->

* Very much connected to faction building are the defined "mind-sets", "personalities" or "worldviews" which factions one from the other....

~ The Code of a Warrior ~

* Shannon E. French teaches a Military Ethics class at the US Naval Academy called The Code of a Warrior werein the students are all

midshipmen preparing for careers as officers in the US Navy & Marine Corps.

* There is an interesting excercise they are asked to perform.

* They are asked to reflect on the meaning of "Warrior" by identifying if any of 5 words are a perfect synonym for "Warrior".

* Briefly (a sentence or 2 for each word) they must describe why each word succeeds or fails as a synonym.

* The 5 words are: "Murderer", "Killer", "Victor", "Fighter", "Conquerer".

* If you'd like to give it a shot - Go HERE

* Why ? You ask.

* We have identified 9 FACTIONS for WZ 2200 with 1st Cut "Mottos" HERE

* These "Mottos" will (in their final form) represent, in a nutshell, Faction Personalities (A.I. Mission Structures) / Societies (Back-Story),

deployed fighting styles, the core reason for their very existence (within the Grand TimeLine** see below) &

for clashing with each other, as well forming alliances in some cases.

* While the ball is rolling, plenty left to define & an interesting way to engage it is through "The Warrior Code" excercise.

** Note on the "Grand Timeline": Much to consider already - Original 1st Cut here

* 2nd Dr. Reed merged version here

(cont. page 2)

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Warzone 2100 : Pathfinding Problems: A possible solution.
Posted by Rman Virgil on 2008/3/9 1:30:00 (37 reads)

------->

* This is mainly for our project coders.

* As we all know WZ's Pathfinding sux & it's only gonna get worse for reasons I detail in team space.

* Now I think there is a best case solution.

* But I need the expertise of our coders to assess it.

* You will find the material in the same Team Space were I got into the details of implementing RT Physics into WZ..... HERE

* IMHO, on the Project Roadmap, this comes before revamped GUI Widgets, RT Physics and some other stuff I won't get into here.

* Please do review the materials & resources provided therein and share your analysis.

* Thanks guys.

- RV

Comments?
Warzone 2200 : GPMs & Reverse Engineering from RL Military Doctrine
Posted by Rman Virgil on 2008/3/8 7:00:00 (50 reads)

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* GPMs & Reverse Engineering from RL Military Doctrine

* That sums up my strat for designing the Mission GPM constructs of the 2200 Campaign.

* The various RL Military Doctrine I'm working off of are as follows:

* "Digital Battlespace"

* "Velocity" (NOT to be confused with "Rush")

* "Combined Arms"

* "Asymetric Conflicts"

* Basically I ask myself this question:

* Exactly HOW do I create thrilling, challenging, GPM opportunities for the player in the Mission Constructs to engage the enemy by having to utilize the above doctrines ?

* The ANSWER in turn becomes ultimately the actual Mission itself.

* Now, I don't know how familiar folks are with any of these doctrines but I have a lot of material I've already written that I will be posting in our wiki over the next couple weeks so that we can relate from a common reference in our various GPM development enagagements.

- RV

Comments?
Warzone 2200 : 21st Century Military Doctrine
Posted by Rman Virgil on 2008/3/8 6:00:00 (42 reads)

----->

* Here are the WZ 2200 wiki links to our first 3 articles in the 6-part series "21st Century Military Doctrine".

* "High Velocity Warfare: Part 1" HERE

* And "Part 2: Digital Battlespace" (DBS) & "Situational Awareness" (same location).

* All are jam-packed with concepts & a lexicon that most are probably unfamiliar with. You will have to think out of the conventional WW 2 "box".

* The 3rd article carries foward the concepts developed in Parts 1 & 2 .

* It is called: Perpetual Unreadiness Parts 1-4 and you can check it out HERE

---->

* Here you'll find the 4th article in the series "21st Century Military Doctrine".

* The title is "Deception In Combat" and you can hop over HERE and look it over.

* This is all about expanding GPMs (GamePlay Mechanics) and the final section deals with the nuts 'n bolts of doing Deception in "Warzone 2200". For now I simply pose it as a question, meaning HOW would YOU do it. I'm genuinely curious with what others come up with - including the use of ECMs. In a few days I'll share how I propose to do it (without ECMs, though I love the possibilities of implementing the ECM code.)

----->

* Article Five in the series "21st Century Military Doctrine" can be read here and it's called:

* Aufstragstaktik & BLITZKREIG: The "Army After Next" (AAN) ?

* That question is what we look to answer in this article along with laying the foundation for GPM implementation in Warzone 2200.

* HERE's the article

----->

* The Sixth and concluding article in the series "21st Century Military Doctrine" is called:

* Asymetric Warfare

* HERE's the article

* Forum Discussion Thread HERE if you have some ideas to share

-------->

* Whether you've read or not read (esp. if you haven't) my 6-part series on "21st Century Military Doctrine" I very strongly encourage you read member Deus_Ars astute & cogent analysis of the issues at stake in his just posted comments.

* Yea, take me there. I wanna see what Deus_Ars has to say.

- RV

Comments?
Warzone 2100 : ECMs and UAVs: What's the relationship ?
Posted by Rman Virgil on 2008/3/5 5:10:00 (32 reads)

------>

* WZs unimplemented ECMs were concieved circa '97.

* I'm gonna make this cut & dry....

* The ECMs in WZ are obsolete & therefore flawed.

* The reason is simple.

* ECMs MUST take into account UAV integrated "C-3". If they don't they're bull chit.

* I'll go even further. WZ's ECMs are a cul de sac.

* "C-3" can more elegantly subsume ECM functions and integrate it with its RT LOS Intel superiority.

* Also, the "C-3" roadmap is synergistic. There is a natural convergence with "Advanced Pilot Mode" thru the VTOL "Drive" upgrades. Think the Commander's "Eyes" & Intel augmented via MUAVs.

* My sense is that the incredible complexification of the ECM schema as Pumpkin left it should be avoided.

* Flowing the functionality of ECMs thru "C-3" (w/ Commander deployed UAVs & Advanced Pilot Mode) is more elegant, flexible, fun, immersive & in-line with current reality circa 2008.

* Here are 2 good historical refs on ECMs:

* ECM Historical Ref 1

* ECM Historical Ref 2

* From that historical perspective you can take it to the current reality of that essential UAV / C-3 integration with these 2 refs:

* UAV Ref 1

* UAV Ref 2

* For those who have the cojones to engage this topic there is an opportunity to state your PoV.

* I'm gonna translate the Spanish "cojones" idiomatically as "guts" & this link will take you to the bb thread to carry forward the discussion

---------->


"Tech-X" aka U.A.V. Enabled Commander Battle Space:


* I've written pages doing my best to explain "Tech-X" aka U.A.V. Enabled Commander Battle Space

* Here's an illustration that may bring all that text together into a cohesive whole:




* Implementing "U.A.V.s", tieing them to Commander Abilities & the modified "Macro-Map".... will make the GPMs necessary to realize in-game most of the tacs & strats I've discussed in my series of articles 21st Century Military Doctrine

* Once that is achieved WZ MP will no longer be simply an RTS... but rather it will have crossed the threshold to full-fledged, bonafide, A.R.T.S.. This state can be achieved scriptomatically in the WZ 2200 Campaign but the above described GPM is essential for it to also hold true in MP without scripting.

* The whole of the above is summarized by the term Advanced C-3 which stands for "Command, Control & Communication Systems". This is at once WZs core deficiency & the path to fullfilling its greatest promise. 'Course that just MHO.

* The classic Starcraft had a very rudimentary implementation of "C-3". It was called the "Science Lab".

* Our own Prometheus from NEWST attempted something along these lines for his wonderful WZ skirmish A.I. "H2O" aka "Water A.I.". Prometheus Ski "C-3" A.I. tech was ground based & while quite effective didnot have the advantages of an aireal recon drone aka U.A.V...... but hey, that can remedied & would make for the 1st WZ A.I. that utilized "Advanced C-3" Tech .... that is unless Niker doesn't make use of it in "Become Prey's" next iteration.

HERE's the original Article I posted in our Wiki

* And HERE is the "Tech-X" bb thread

- RV



Comments?
Warzone 2100 : Reconcieving Fog-of-War Implementation
Posted by Rman Virgil on 2008/3/5 5:00:00 (37 reads)

------>

* Actually the discussion is called: WTF ! "Fog of War" Bull Chit which sounds totally impudient & irreverant.

* In truth, it goes to the heart of "C-3" evolution & how LOS is treated in WZ.

* FoW as implemented has shortcomings. FoW is also fundamental to RTS gameplay.

* We get into all this HERE if the subject whets your whistle.

- RV

EDIT: In my last post (in which I just cleaned-up the garbled syntax) I take the reconceptualization of WZ's FoW as far as I can percieve it.

* I would appreciate if it can be deconstructed by someone with fresh, objective, eyes to uncover any drawbacks I may presently be blind to.

- Thanks.

Comments?
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