( By ????????? - old information I found while searching for WarZone Documents.)
NOTE: anyone having more info please advise - so i can give proper credit to the author.
Also
note - modswitcher - replaced by WarZone Starter and KMS2
AFTER
you have first installed Member Sputnick’s ModSwitcher (Version 1.0 by the
way, which you can confirm by clicking on the “About” tab within ModSwitcher)
and set it up as per instructions as outlined in the “Install-Setup
Instructions for Jan Release” document…you are then ready to start having
some serious fun. Make sure you
have all the maps installed as well…there are 6 maps and 3 mods.
These maps/mods should be unzipped into the Warzone folder where
“warzone.exe” resides. If you
don’t see “warzone.exe” in the folder you are about to unzip to, then you
are probably in the wrong folder…make sure you double check.
It
details the Dependencies that are already coded into this Revised-Up
Dated ModSwitcher. These "Dependencies" will prevent you from
accidentally enabling conflicting Map or Mod .wdgs. ModSwitcher will NOT allow
you to make that mistake - it's quite a masterpiece of coding by Member Sputnick
and one of several things in this up-coming release that took many man-hours to
work-out. And yet another sound reason for using it. Indeed you MUST use this
Up-Dated ModSwitcher or you will encounter anomalies & not be able to play
with the Map/Mods.
Table 1 |
The
‘*’ next to bones0ai means that you select it from ModSwitcher’s
“Skirmish AI” tab for one or more players, not from the “WDG Files” tab.
After
selecting the map and/or mod you wish to play, you launch WarZone by clicking
the “Start Warzone…” button in the ModSwitcher Interface.
You will subsequently be taken to the normal WarZone start screen. From
there you simply setup as you normally would.
Keep in mind however that some of the NEWST maps require very specific
settings so that you can enjoy them in the way in which they were designed, so
read on to find out what settings are required for what maps. Basically only
Boot Camp & Re-Flying in MUST be set so that you are Player “0” before
you play and as a T-3 Map.
Warzone
Startup Screen Requirements for NEWST maps:
Please
note the startup settings for Maynard’s 2 Maps – “reflyingin” and
“bootcamp” are very specific.
reflyingin
and bootcamp Maps by Maynard
Both
of these Maps are designed to be played ONLY as a Single Player Skirmish Map
against Maynard’s Custom A.I. and absolutely NOT as a Multi-player against
other Live Opponents. The reason is
that it is balanced in such a way that in multi-player, a human opponent would
have too great of an advantage over the other to be fair.
However, for an inferior computer opponent (who can only be so
spontaneous and adaptable)…well it is balanced very well for that.
I’m sure Maynard envisioned much of the WZ community starving for
“Single Player Skirmish” challenges and this one certainly delivers, if you
try to beat it with the settings described below:
These
2 maps by Maynard have to be setup by you in EXACTLY the following way:
1.)
Tech Level 3
2.)
You the Player Select # "0" (color is not important, just the player #
matters)
3.)
All 3 A.I.'s Allied Against you - "Player 0"
4.)
Advanced Bases
5.)
High Power
That
is exactly how these 2 Maps where designed to be played. If you play them in any
other way then you will not have the awesome gaming experience that they were
created to give you. So don’t
come complaining this, that and the other if you don’t set them up as per
these instructions. This setup basically enables Maynard’s Custom A.I.. If you
play it in any other way that Custom A.I. function is lost and you may as well
forego the experience entirely. In
other words, it won’t be as challenging as we have claimed if you fail to go
strictly by the above settings.
We
are recommending that Gamers Play "reflyingin" first to get them ready
for the challenges of "bootcamp".
I personally view them this way:
"reflyingin"
= "Field Lieutenant-Level" Command Training.
"bootcamp"
= "Field General-Level" Command Training.
You
should be a good Field Lieutenant before you aspire to Field General... IMHO...
Both
Maynard’s maps are very carefully designed as a blending of a Single Player
Skirmish Map AND a Whole Multi-Level Campaign. In a way a First of it's Kind.
Just YOU against the Enemy A.I.'s. That's it. They will test ALL your Command
Skills in the Heat of Battle - ALL of them. At first glance it may appear that
these maps are very similar but that would be very deceiving. Under that first
glance are many fundamental differences. Even the eye-candy differs once you
know them both well. And “bootcamp” definitely raises the level of challenge
a few notches over “reflyingin”.
Some
Tips:
Maynard's
Maps, IMHO, are best viewed
like a Campaign of at least 12 Mission-Levels all rolled-up into one Level Map.
These are each more of a HUGE Campaign than a Skirmish Map.
First
- you HAVE to secure your Start Base. If you don't your finished and you don't
have a prayer. There is a key to
securing your Start Base. Certainly there are variations to this effort. BUT
there is 4-THINGS you HAVE to do & do them with a cool head UNDER INTENSE
assault by the A.I. Forces. This A.I. is surely fighting mad.
What
those 4-Things are I am NOT going to say... because it would spoil the fun of
discovering them for your self. But researching wisely, being prepared to fall
back temporarily and all the while defending with a combination of mobile units
and emplacements are surely a part of a favorable approach. But there is more to
it naturally.
Still
you are a long way from CONQUERING this A.I. even if you have secured your Start
Base. The A.I. is relentless in it's Ground and Air Attacks on your start Base
but if you get to the point were it will NOT over-run you then you have a
fighting chance.
BUT
that's NOTHING really because this is just the BEGINNING - Thank Goodness for
Save Games! If you can respond like a Good Field Commander would and make good
Command Decisions in the Heat of Battle then chances are you may indeed
eventually conquer the enemy.
These
can be viewed as "Training Maps" to hone your Skills in warding off
multiple, simultaneous attacks that are relentless and give you a tremendous
challenge in FAST decision-making from the get go. And, at the same time, being
able to COMMAND and Deploy 2-3 Simultaneous Combat groups to fend off attacks
and defend your Base. And, of course, still Build, Research and Manufacture -
now that’s Field Training Opportunity!
These
Maps quite simply are designed to make you a BETTER player when it comes time
for you to play against other Human Players who are quite GOOD. This is the
Unique Purpose behind Maynard’s Map design - Make you a Better Player against
other good human players. "Field Commander Training Maps."
So you can Train against these A.I. that whip you good while you are
honing your skills to Multitask under fire, in the Heat of Battle. Doing this
without that sense of being embarrassed by losing to another Player, while you
refine your skills and your cool command demeanor.
IF you decide to try and play “Fortress”, “desert”, “Citadel” and “CitadelElite” Skirmish Maps on the Game Services like MPlayer we recommend you follow our team mate Rhyno’s check-list as follows:
Okay,
this is the fix that we have come up with so far...
1)
Install all the NEWST files as instructed.
2)
When installing the "mod-switcher" leave the command line blank (it
defaults to 600X800).
3)
Make sure that all the files (including the "Accelerated Research")
are selected in the Mod switcher.
4)
Start a one player skirmish game (to initialize the Mod Switcher).
5)
Uninstall the current version of Mplayer.
6)
Reinstall Mplayer.
7)
When you enter the WZ2100 lobby it should prompt you to download "the
repair files".
8)
Download the files.
9)
Start playing ONLY with someone who has done EXACTLY what you have done.
If
you fail to do any part of this, or if you try to launch a game with some one
who has not done this, the game will crash and you have to repeat 5 through 9
again.
------------------
RHYNO OUT!!!
Fortress
and desert
Maps by Troman
There
is no special set-up with these 2 maps. They are absolutely gorgeous and one of
them is a “Turtle’s Dream”. You guess which one. The other is quite
engaging for those of you who favor more Naval Theaters of Operation. You’ll
soon know which is which.
Both
are also designed to make you a BETTER player all the while having grand fun.
These maps are also extremely re-playable. You can be sure of a wealth of riches
to discover in these maps.
These
2-Maps can be played with other live players or the Skirmish A.I.
Commanding
in the Heat of Battle is also a hallmark of these 2 stunning maps by Member
Troman.
Citadel
and CitadelElite
Maps by Laws215
These
are also very specially designed maps.
As
it stands right now Citadel will ONLY be for Multi-player with Live Opponents...
you play it against 3 of your fellow WarZone gamer-buddies and that’s the only
way.
I
must stress here that Citadel is
NOT
for Single Player Skirmish against the A.I.
The
New CitadelElite (Jan. 24th
release) is designed for Single Player Skirmish against the Pumpkin AI v. 1.10,
so give it a go and tell us what you think. It’s also a T-3 Map only and has
Fast research already coded into it’s wdg. file. It also was New Weapons,
Turrets and Units. It comes with it’s own Read Me Acrobat Pdf. File – so
please read as it also has a very interesting Story Scenario and some Screen
Shots of the new stuff. Feel free to test it on Multiplayer Network but is
something we make no Guarantees about – it’s at your own discretion.
Some
tips for playing “Citadel” (not necessarily for CitadelElite):
1.)
Players will have a couple
VTOL Trucks and of course you will be able to build them... and
2.)
When you use your Troop Transport be
sure to assign your Cyborgs a Control Group #.
Now
this Map has done some things never done before and it is all intentional and
with a meticulous strategic design-end goal in mind. I can't tell you because it
is part of the discovery process and enjoyment of the Map or perhaps it will
just be something else - everyone's different in their tastes...
Here
are the last clues. The "S.I.P.s" are key - Structural Integrity
Plates and the Pre-Collapse Ruins. Also the VTOL "Patrol" command and
creeping scout advance. All is not what it first appears to be as far as
impassable. And do remember the "High Ground" from military history.
But
enough said.... I'll leave it to you to uncover & unlock this maps secrets
and surprises which for me seem to be inexhaustible in the opportunities they
offer for different Tactics & Strategies when playing against 3 other good
WarZone players.
Closing
Statements:
Well,
this pretty much covers everything that you need to know up front to allow you
the optimal experience and enjoyment that we had during testing.
Happy gaming and please do tell us what you like and don’t
like…it’s the best way for us to do better with each upcoming mod in the
future.