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Roadmap: Improvements, Changes and New Items:
When 1.7 only was a 'weapon tweaking mod' with some money cheats for the
AI,
the upcoming 2.0 will be much more of a 'new units/ weapons/ buildings/
techs
and scripting mod'. Read on for further details:
Taken ideas, impressions and wishes from "What should be in AIBoost
2.0 ?"
and "Update-Wünsche für 1.7/1.8/..." and of course this
topic.
Updated 16.11.2003
last official version 1.7(FULL) : official release (16.04.2003)
1.8beta1 : finished/ released (17.08.2003)
1.8beta2 : finished/ released (16.11.2003)
1.8beta3 (bugfixes only): not even started -> Xmas 2003
1.9beta1 : not even started -> summer 2004 ?
...
FINAL 2.0: not even started -> Xmas 2004 ?
______________________________________________________________________________________
TOPIC
PRIO %DONE in beta / release
Balancing improvements and weapon changes
- Decrease building time (MKII-IV (empl/turret),
Wyvern and Dragon, plasmite bomb)
1
#####
1.8beta1
- Increase radar range of wide spectrum tower 1 #####
1.8beta1
- Balance all AI bastions
1 #####
1.8beta2
- Increase reactor power output by ~45%
2 #####
1.8beta1
- Increase general power output
2 #####
1.8beta1
- Again balancing MK weapons and plasmite bomb 1 #####
1.8beta2
- Balancing of other non-AI-only weapons like
laser(s), scourge and others
1 #####
1.8beta2
- Update nuke: better explosion grafics,
new warhead definition, make longer
incendiary effect (to simulate radiation) 2
## ->1.8beta++
- more ??
2 _ ->1.8beta++
Include completely new Items/Tech with new graphics
- Two more wall versions
2 #####
1.8beta2
- New weapon MK V (emplacement only!)
2 #####
1.8beta2
- New weapon: Anti ai Mine *hehe*
2 #####
1.8beta2
- New special weapon: Car bomb !!!
2 #####
1.8beta2
- New building/tech for AI: Chronosphere
2 #####
1.8beta2
- New building/tech for player: Jammer Tower 2
#####
1.8beta2
- New very advanced secret Techs and Buildings:
The Bulk Matter Transmitter and Controller 2
#####
1.8beta2
- New building for player: Stasis Field
Projector and Controller
2 #####
1.8beta2
- New body with materials directly from
black hole researches: nearly undestructable
but very unstable (replaces Retaliation) 4
#####
1.8beta2
- New 4-player-Map (from Lav_Coyote)
5
###
1.8beta2
- New fighter only weapon (Anti-Bastion-Bomb) 2 _
->1.9beta
- New laser based heavy weapon
3 _ ->1.9beta
- New fighter body: The Shark (replaces bug) 3
_ ->1.9beta
- New super heavy body: The Daggernaught
5 _ ->2.0
- New heavy body: The Executioner
5 _ ->2.0
- New mega weapon for daggernaught
5 _ ->2.0
- Update GFX for MKV, Car bomb, Chronosphere,
Mine, Jammer Tower, Stasis Field Projector,
Controller and Bulk Matter Transmitter
3 _
->2.0
- Updated map SandCastlesX for aiBoost
2 _
->2.0
- New 8-player-Map
5 _ ->2.0
Balancing and Improvements for AIs in aiBoost
- Include lower cheating versions for all AIs
there will be 3 versions of all available AIs:
. completely unmodified,
. litte boosting (starting credits, increased
ressource output, marked with a '+') and
. very high boosting (unlimited ressources -
note these are the same as the boosted AIs
in version 1.7!, marked with a '++')
. possibly you will find another version,
marked with a '##', this is the same as the
very high boosting, but will enable some
special weapons for the AI too
1 #####
1.8beta1
- Include other available AIs in aiBoost (Part1)
(GhengisAI, H20)
3 #####
1.8beta2
- Include other available AIs in aiBoost (Part2)
(SuperAI, SuperAI1, Omega Prime)
3 _ ->1.8beta++
- Include a special *NEW* AI for aiBoost
(This AI will even have access to player-only
weaponry like the MKI-IV and let's see the
nuke?? *hehe*)
This AI will have different identities
(which you can change ingame)
1 ## ->1.8beta++
- Remove power bug from all AIs
1 #####
1.8beta1
- Remove memory bug in TurtleAI
now you can take up to 6 Turtles with aiBoost
and 7 !! without aiBoost
1 #####
1.8beta2
- Enable super weapon (multiple LasSat)
for AI with better target recognition
2 #####
1.8beta2
- Update Building Limits
1 #####
1.8beta2
- Include Power scripts for PowerGenerator
and NuclearReactor
1 #####
1.7 ++
- Include Power scripts and nuclear handling
for reactor, cooling systems and meltdown 1
#####
1.8beta2
- Include alliances scripts
(AI+AI, AI-Pl, Pl?Pl)
2 #####
1.8beta2
- Include mine scripts
2 #####
1.8beta2
- Guided AI VTOL attacks
2 #####
1.8beta2
- Include more scripted Weapons
2 #####
1.8beta2
- Include Detonation and Death zone scripts
for nuke
2 # ->1.8beta++
- Balancing ? Other improvements ?
2 # ->2.0
Make it compatible with the commonly used warzone versions
- 1.10 official patch
1 #####
1.8beta2
- 1.11 inofficial N.E.W.S.T patch
2 #####
1.7 ++
- 1.12 new inofficial patch from Pumpkin-2 4
_ ->2.0
Update the research tree
- New weapons/buildings for research (Part1)
(nuke, reactor, MKI,II still available after
MKIII,IV)
1 #####
1.8beta1
- New weapons/buildings for research (Part2)
(coolingTower, mines, walls, MKV)
1
#####
1.8beta2
- New weapons/buildings for research (Part3)
(secret buildings and Tech *hehe*)
2
#####
1.8beta2
- New weapons/buildings for research (Part4)
(new weapons, new bodies)
2 _ ->2.0
- Increase research cost and time (MKI-IV and
emplacements, dual heavy cannon, others) 2
#####
1.8beta1
- Include "researchMod2" (and remove it from
the package) (that means decrease all over
research cost & time by 25%)
2 #####
1.8beta1
- Deactivate that means hide all "AI-ONLY"
Research topics from the player
2 #####
1.8beta2
GUI for aiBoost
- Make all AIs (even the original ones)
selectable for playing : you can select any
AI (in any cheating variant) on any starting
location that you want!!
1 #####
1.8beta1
- Better integrate aiBoost in WZStarter
2 ###
->1.8beta++
that's it....
for now
see more in the "Roadmap to 2.0"-Topic...
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