NS2:Assault [Alpha]

ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
edited November 2015 in Modding
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Mod ID: 20cc02b3

Workshop Link

This mod is a fast paced game where the objective is to capture tech points and res nodes in order to get access to higher level tech. There are no commanders in this game and as such hives and resourced towers are dropped automatically when approaching a tech or resource point. Works on any ns2 map and scales reasonably well with player count. Works decently with bots also. Read the changelog for a full description of the changes. This is a work in progress.

Changelog v0.1

Marines
*No commander
*Marines now start with AdvancedArmoury, Prototype Lab, Observatory, 2 IPs, PG, Extractor, 2 Sentry and 2 MAC
*Tier 1 items (grenades, mines, welder) available on one command station
*Tier 2 items (SG, FT, etc) now unlock with construction of a second command station
*Tier 3 items (GL, JP) now unlock with construction of a third command station
*Tier 4 items (Exo)
*Weapon and armour upgrades depend on the number of command stations. A1/W1 on 2CC, A2/W2 on 3CC, A3/W3 on 4CC.
*Marines now heal over time automatically out of combat
*Command stations now automatically drop on an empty tech point when nearby it
*Command station hp reduced significantly
*Marine can build armory, observatory, sentry and phasegate for pres. Max 1 each

Aliens
*No Commander
*Aliens now start with a Crag, Shift, Whip, veil, spur, shell and harvester
*Harvesters automatically drop when near an unoccupied resource point.
*Harvester HP reduced significantly. Build time 1 minute without gorge
*Tier 2 abilities (leap, metabolise, bilebomb, bone shield, umbra) now unlock with construction of a second hive
*Tier 3 abilities (xeno, stab, web, Stomp, spores) now unlock with construction of a third hive
*Tier 4 Abilities (Onos)
*Alien upgrades depend on number of hives. level 1 on 2 hives, level 2 on 3 hives, level 4 on 4 hives
*Hives now drop automatically when a player is near an empty tech point
*Hive HP and build time reduced significantly

General
*Pres income from harvesters increased by 50%
*Players now gain 1 pres per kill, 0.5 res for each team member
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Comments

  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    You reach level 4 on 4 hives/CC, but what if the map only has 4tp? Does that mean you can not get onos or A3/W3?
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    Correct. But it's veil and eclipse so not really the end of the world. At 4 command structures for a team you're well into the round ending stage.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited November 2015
    Veil, Eclipse, Kodiak, and derelict all have 4 tech points. Not the end of the world. Would be interesting to have no onos. I suspect many more marine wins, but that is with normal ns2 balance. Who knows with this mod.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    I got a stream of errors after I purchased Mines from the Armory and it continued until I dropped them.
    Date: 11/15/15
    Time: 19:31:09:
    [ 0.013] Unbound/Unknown : Filesystem initialized, cache enabled
    Build 277
    Windows 7 64-bit (build 7601)
    Steam initialized
    Num displays: 1
    Direct3D 9 initialized: NVIDIA GeForce GTX 660 (9.18.13.3788)
    Sound Device: Speakers (2- USB PnP Sound Device) stereo
    Record Device: Microphone (2- USB PnP Sound Device)
    PhysX: Using GPU dispatcher
    [ 2.201] Worker 00 : Error: Couldn't mount '' from path 'C:/Users/GG/AppData/Roaming/Natural Selection 2/Workshop/m16947b4e_1446865590' as the path does not exist
    PhysX: Using GPU dispatcher
    Loading config://ConsoleBindings.json
    Loading config://FavoriteServers.json
    Loading config://HistoryServers.json
    Main Menu Initialized at Version: 277
    Steam Id: 51133617
    Connecting to server 121.44.134.26:27015
    PhysX: Using GPU dispatcher
    [ 38.495] Worker 04 : Downloading mods
    PhysX: Using GPU dispatcher
    [ 39.295] Worker 04 : Finished downloading and installing mods
    [ 39.295] Worker 04 : Filesystem initialized, cache enabled
    Mounting mod '' from C:/Users/GG/AppData/Roaming/Natural Selection 2/Workshop/m20cc02b3_1447562648/
    Mounting mod '' from C:/Users/GG/AppData/Roaming/Natural Selection 2/Workshop/m812f004_1446854011/
    Mounting mod '' from C:/Users/GG/AppData/Roaming/Natural Selection 2/Workshop/m16947b4e_1446865590/
    PhysX: Using GPU dispatcher
    Loading config://ConsoleBindings.json
    Loading config://FavoriteServers.json
    Loading config://HistoryServers.json
    [Elixer (Client)] Loading Utility Scripts v.1.80
    [Elixer (Client)] Using Utility Scripts v.1.80
    [Elixer (Predict)] Loading Utility Scripts v.1.80
    [Elixer (Predict)] Using Utility Scripts v.1.80
    [ 40.844] Worker 04 : Loading 'maps/ns2_summit.level'
    Loading pathing mesh for level maps/ns2_summit.level
    Finished loading 'maps/ns2_summit.level'
    Client : 0.000000 : INFO: LuaJIT setup: maxtrace=18,000, maxmcode=37,000
    Loading took 6.327612918032 seconds
    NS2+ v289 loaded (NS2 Build 277). Type "plus" in console for available commands. You can also customize your game from the options menu.
    Enabled speed meter
    [ 90.165] MainThread : Error: Unable to open 'ui/exo_build_menu.dds' (usage 0x1)
    Chat All - twiliteblue: nice base
    Chat All - twiliteblue: how did you ge sentries to spawn spawn?
    [139.332] ClientGame::UpdateWorld : Error: lua/Hud/GUIInventory.lua:76: None of the overloads for GUIItem.SetText match the supplied arguments:
    GUIItem.SetText(GUIItem, nil)
    Overloads:
    GUIItem.SetText(GUIItem self, string setText)
    [Client] Script Error #1: lua/Hud/GUIInventory.lua:76: None of the overloads for GUIItem.SetText match the supplied arguments:
    GUIItem.SetText(GUIItem, nil)
    Overloads:
    GUIItem.SetText(GUIItem self, string setText)

    Call stack:
    #1: SetText [C]:-1
    #2: LocalAdjustSlot lua/Hud/GUIInventory.lua:76
    self = GUIInventory { }
    index = 5
    hudSlot = 6
    techId = 161
    isActive = false
    resetAnimations = false
    alienStyle = false
    inventoryItem = {Graphic=GUIAnimatedItem { }, KeyText=GUIItem { } }
    #3: Update lua/NS2Plus/GUIScripts/GUIInventory.lua:45
    self = GUIInventory { }
    deltaTime = 0.009033203125
    parameters = {1=160, 2= {1= {HUDSlot=1, TechId=151 }, 2= {HUDSlot=2, TechId=152 }, 3= {HUDSlot=3, TechId=160 }, 4= {HUDSlot=5, TechId=431 }, 5= {HUDSlot=6, TechId=161 } } }
    inventoryMode = 0
    activeWeaponTechId = 160
    inventoryTechIds = {1= {HUDSlot=1, TechId=151 }, 2= {HUDSlot=2, TechId=152 }, 3= {HUDSlot=3, TechId=160 }, 4= {HUDSlot=5, TechId=431 }, 5= {HUDSlot=6, TechId=161 } }
    resetAnimations = false
    numItems = 5
    alienStyle = false
    (for generator) = function
    (for state) = {1= {HUDSlot=1, TechId=151 }, 2= {HUDSlot=2, TechId=152 }, 3= {HUDSlot=3, TechId=160 }, 4= {HUDSlot=5, TechId=431 }, 5= {HUDSlot=6, TechId=161 } }
    (for control) = 5
    index = 5
    inventoryItem = {HUDSlot=6, TechId=161 }
    #4: originalMarineHUDUpdate lua/Hud/Marine/GUIMarineHUD.lua:601
    self = GUIMarineHUD { }
    deltaTime = 0.009033203125
    fullMode = true
    #5: Update lua/NS2Plus/GUIScripts/GUIMarineHUD.lua:235
    self = GUIMarineHUD { }
    deltaTime = 0.009033203125
    mingui = true
    showcomm = true
    rtcount = true
    commactions = true
    gametime = true
    hpbar = true
    inventoryMode = 0
    welderUpgrade = true
    #6: Update lua/GUIManager.lua:297
    self = GUIManager { }
    deltaTime = 0.009069574996829
    numScripts = 37
    allowedUpdatesForDefaultUpdateInterval = 8.3893568720669
    numDefaultsUpdated = 0
    now = 423.49081420898
    (for index) = 30
    (for limit) = 1
    (for step) = -1
    s = 30
    script = GUIMarineHUD { }
    dt = 0.009033203125
    txt = "GUIMarineHUD, script 30, numScripts 37"
    #7: lua/GUIManager.lua:402
    deltaTime = 0.009069574996829
  • AeglosAeglos Join Date: 2010-04-06 Member: 71189Members
    Nordic wrote: »
    Veil, Eclipse, Docking, Kodiak, and decent all have 4 tech points. Not the end of the world. Would be interesting to have no onos. I suspect many more marine wins, but that is with normal ns2 balance. Who knows with this mod.

    As far as I'm aware, the 4TP maps are veil, eclipse, kodiak and derelict? Since when did docking and descent lose a TP?
  • KasharicKasharic Hull, England Join Date: 2013-03-27 Member: 184473Members, Forum Admins, NS2 Playtester, NS2 Map Tester, NS2 Community Developer
    Docking and Descent both have 5 TP...

    And since when has a game mode been dictated by number of tech points?... if you like the game mode, but don't think 4 TP maps are suitable for it, don't allow those maps in the rotation of that gamemode = problem solved.

    I think the idea of this game mode is great, if it were to be expanded on it could potentially open up the possibility of having maps with 6+ tech points.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    *Marines now heal over time automatically out of combat
    *Harvesters automatically drop when near an unoccupied resource point.
    *Pres income from harvesters increased by 50%

    Without actually playing it yet (I am excited to) and just reading the changelog, you may find that these 3 changes above create an alien bias.
    Might want to look at how combat did medpack drop upgrades, as the game has been so far balanced around mid engagement medpack drops.

    Also, alien mobility being what it is, just blinking / leaping / flying around the map would gain you more resources? Might want to have it a timed thing like capturing a point by staying near it.


    I am really excited for this mod, as I have been thinking on how to accomplish no commanders AND remove the slippery slope aspects that come from RTS mechanics by changing the economy. You've done half of it already :)
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Aeglos wrote: »
    Nordic wrote: »
    Veil, Eclipse, Docking, Kodiak, and decent all have 4 tech points. Not the end of the world. Would be interesting to have no onos. I suspect many more marine wins, but that is with normal ns2 balance. Who knows with this mod.

    As far as I'm aware, the 4TP maps are veil, eclipse, kodiak and derelict? Since when did docking and descent lose a TP?
    Kasharic wrote: »
    Docking and Descent both have 5 TP...
    Yes. Docking has 5. That was a mistake on my part. I did not mean decent, but I meant derelict. That was a typo, and a mistake on my part. Thank you for the correction.
    Kasharic wrote: »
    And since when has a game mode been dictated by number of tech points?... if you like the game mode, but don't think 4 TP maps are suitable for it, don't allow those maps in the rotation of that gamemode = problem solved.

    I think the idea of this game mode is great, if it were to be expanded on it could potentially open up the possibility of having maps with 6+ tech points.
    @kasharic, I have not tried the game mode yet so I can not say if I like it or not. I am eager to try it though. I have no idea if 4TP maps are suitable or not, but I noticed that one can not get full tech on a 4TP map. I was looking to confirm that.
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    edited November 2015
    Working on exporting/uploading around 30 minutes of gameplay of this mode from a few minutes ago. I LOVE the idea of this mod, but naturally it's going to have some problems right out the door.

    The biggest issues I could see were that alien stuff takes too long to build, unless every alien on the team commits to going gorge... which would of course lead to many more issues. Also, it seems that hives are FAARRRR too easy to kill for the amount of time/effort it takes to put them up. I suggest either making it so that all aliens can build structures, or make it so that ALL players (aliens and marines) cannot build RTs and TPs, but these build themselves automatically, at a set rate.

    Another huge issue was that marines seemed to become VERY powerful, VERY fast -- much faster than aliens were able to. I believe this is mostly due to the above problem, but once that is fixed, I think we will still have a problem with tech in general (alien OR marine) becoming available too quickly. I suggest making it so that once a new CC or Hive is built, it begins researching this tech (eg building shells/spurs/veils, researching bile bomb, upgrading armor 2, etc.), so that it forces you to defend these areas, rather than simply being able to sprint around the perimeter of the maps as fast as possible, claiming huge swaths of territory in little time for little effort, and unlocking new tech instantaneously, despite the good chance that you won't be able to hold this territory for more than the few seconds it took for you to claim it.

    Video soon.
    Video here:
  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited November 2015
    I have two points to add to beige's post.
    1. I didn't see any way for marines to drop infantry portals, which could be really troublesome
    2. "Structure drop-ins" can be used in fights around resource and tech points to gain advantages.

    Also it feels like this mod needs some kind of gui element to make the game objectives more obvious.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Nordic wrote: »
    Veil, Eclipse, Kodiak, and derelict all have 4 tech points. Not the end of the world. Would be interesting to have no onos. I suspect many more marine wins, but that is with normal ns2 balance. Who knows with this mod.

    We could let Veil_5TP version loose on this mod though...
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Uploaded the video.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited November 2015
    Marine structures need to be a lot easier to kill, since every marine can drop Armory/Obs/PG/Sentries anywhere.

    Marine weapon damage against structures (Hives) probably need to be rebalanced. Ranged weapons can currently take down Hives too quickly. Axe should be promoted as the best weapon against Hives (to simulate short ranged point capping in most "capture" games).

    Perhaps capturing a TP (spawning of Hive/Comm) should require the location to be clear of enemies for a few seconds, with a new GUI element to indicate this. This allows players to contest a TP without command structures being repeatedly spawned and killed in seconds, flooding everyone with annoying "Hive killed" screams.

    I feel that RFK from killing players is having too much impact on the balance. A good player can probably gain 5 to 10 times the resources of an inexperienced player, not to mention the veteran can probably stay alive and keep the weapon for much longer as well.
  • MephillesMephilles Germany Join Date: 2013-08-07 Member: 186634Members, NS2 Map Tester, NS2 Community Developer
    can gorges drop crags, whips, shades or shifts aswell?
  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Mephilles wrote: »
    can gorges drop crags, whips, shades or shifts aswell?

    Not in the version we played. It appears there was simply no way to get those structures. :(
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    Mephilles wrote: »
    can gorges drop crags, whips, shades or shifts aswell?

    Those will be available next build.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Thanks for the video @BeigeAlert

    Question : If CCs and Hives are so easy to take down why is anybody bothering building or taking down RTs?
    It seems like everyone is running around constantly building or destroying things, when you could just easily win before teching up?
    Also, what's to stop the team on the backfoot from just running to TPs and plopping down another to prevent a loss? Doesn't seem like they cost Tres from the vid?
    Thanks for the answers
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Idea. Make structures automatically build, but base the speed on the number of friendly units close to the structure. That way you have to in a sense capture the point.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Nordic wrote: »
    Idea. Make structures automatically build, but base the speed on the number of friendly units close to the structure. That way you have to in a sense capture the point.

    From the description, I assumed that was what was happening. From the video, it seems not. I would recommend that whole-heartedly
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Nordic wrote: »
    Idea. Make structures automatically build, but base the speed on the number of friendly units close to the structure. That way you have to in a sense capture the point.
    Booo.. I suggested that already, thief.
    IronHorse wrote: »
    Might want to have it a timed thing like capturing a point by staying near it.

  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited November 2015
    IronHorse wrote: »
    Nordic wrote: »
    Idea. Make structures automatically build, but base the speed on the number of friendly units close to the structure. That way you have to in a sense capture the point.
    Booo.. I suggested that already, thief.
    IronHorse wrote: »
    Might want to have it a timed thing like capturing a point by staying near it.

    I kill steal too. Whatcha gunna do about it?


    Is there an active server with this currently?
  • ceribikceribik Join Date: 2009-11-24 Member: 69492Members, Reinforced - Supporter, Reinforced - Silver
    The mod developer's server is 121.45.181.166:27015
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Nordic wrote: »
    IronHorse wrote: »
    Nordic wrote: »
    Idea. Make structures automatically build, but base the speed on the number of friendly units close to the structure. That way you have to in a sense capture the point.
    Booo.. I suggested that already, thief.
    IronHorse wrote: »
    Might want to have it a timed thing like capturing a point by staying near it.

    I kill steal too. Whatcha gunna do about it?

    On a completely unrelated note... Feature request for team damage please >_>
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    Bug report:
    -Marine build tool appears to be broken. Personal structures cannot be dropped.
    -Whips don't attack marines off infestation.
    -Marines are receiving an extra level of weapons upgrade not shown on the UI (capped at lvl 3).
  • FlaterectomyFlaterectomy Netherlandistan Join Date: 2005-02-03 Member: 39643Members, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, NS2 Community Developer, Pistachionauts
    Scatter wrote: »
    *Gorges can now build Crag, Shade, Shift and Whip for 10 pres each

    Instant NS1 nostalgia. :smiley:

  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    This isn't forgotten. Work keeps me away from modding but not from thinking about it! I will be home next weekend to continue developing this.
  • NordicNordic Long term camping in Kodiak Join Date: 2012-05-13 Member: 151995Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    edited December 2015
    I seeded a server with this mod tonight with 8 people. We had 3 games of 4v4. I hear you broke the mod, and there were some possible bugs we were seeing. Not knowing how to play the mod, it was impossible to know what was a bug and what we just did not know how to do.

    What we thought were bugs:
    • When you kill a harvester or hive, it would immediately redrop even without any aliens nearby. After you killed the harvester or hive 3 times, no more would drop.
    • With only T2 tech, both teams were able to have onos and exos which were T4 tech.
    • Aliens could not evolve into lifeforms, or evolve upgrades.
    • Marine structures did not cost 1 pres as in the changelog. They costed their normal ns2 amount.
    • Marines did not automatically heal outside of combat.
    • Pres gained was not 1 pres per kill. It was the amount of points the kill was worth in normal ns2.
    • At one point, aliens just couldn't respawn even though there were eggs. This caused aliens to lose round 2.
    • Ip's did not spawn at a new chair. Marines lost in round 3 because of this when they lost their main base ips.

    Gameplay observations:
    • We did not know the exact win conditions. The first round ended when the aliens killed the first chair, but marines still had a chair in crossroads and no dead marines. The other 2 game ended with the marines killing the last alien hive. The 3rd game ended with all the marines dead and no ips.
    • The exo was able to kill both onos without dying in a 2v1.
    • Onos and Exo are both ridiculously OP. The first round aliens had 2 onos before we got an exo.

    Beyond that it is hard to comment because so many things were bugged. I hope to get to play this mod a bit more in the future.
  • ScatterScatter Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
    Thanks for the bug reports, I will be returning the game to its previous state tomorrow.

    I've made a trello board so that I (and others) can better track where I am headed with development of the mod. Certainly helps focus my attention. I will look to making a git available tomorrow also.

    Link to Trello Board
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