NS2:Assault [Alpha]
Scatter
Join Date: 2012-09-02 Member: 157341Members, Squad Five Blue
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
Comments
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
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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
As far as I'm aware, the 4TP maps are veil, eclipse, kodiak and derelict? Since when did docking and descent lose a 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.
*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
@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.
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:
Also it feels like this mod needs some kind of gui element to make the game objectives more obvious.
We could let Veil_5TP version loose on this mod though...
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.
Not in the version we played. It appears there was simply no way to get those structures.
Those will be available next build.
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
From the description, I assumed that was what was happening. From the video, it seems not. I would recommend that whole-heartedly
I kill steal too. Whatcha gunna do about it?
Is there an active server with this currently?
Changelog v0.11
Marine
*2 IPs now drop on command chair construction
*Marine structures no longer start off as ghost structures
Alien
*Gorges can now build Crag, Shade, Shift and Whip for 10 pres each
*Veil, spur and shell now drop when a hive is dropped on the tech point. They no longer spawn at the start hive.
General
*Out of combat check for resource and tech point capturing
*Increased delay before capturing resource or tech point
*Command Structures and resource towers now automatically build after dropped, with the rate dependent on the number of players nearby.
On a completely unrelated note... Feature request for team damage please >_>
-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).
Instant NS1 nostalgia.
What we thought were bugs:
Gameplay observations:
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.
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
*Implemented point capture GUI
*RTs and Hive/CC now drop once the point has been captured and are fully built
*Techpoints now give tres while res points only give pres
*Implemented a GUI showing which tech points have been captured by both teams
*Onos/Exo now are superunits that drop at spawn once the team has 250 tres
*implemented a GUI which shows progress towards superunit dropping for both teams
*Capturing a captured point requires shooting down the structure upon which capture progress can be made
*Capture rate of a point depends on the number of your team on point (clamped to 3). eg 4 marines will capture equivalent to 3, and 3 aliens with 1 marine nearby will capture at a rate equivalent to 2.
*Capture structure will not drop at full capture progress if there is a nearby enemy to prevent mid combat drop trolling
*Win Conditions set to Main hive and CommandStation destruction. These have increased HP and cannot be healed.
Marine
*All weapons/items now available from the start with a slight increase in pres cost
*Jetpack and SG increased to 25 pres each
*Marine passive upgrades now unlock at 25 (level 1), 75 (level 2) and 150 (level3) tres
*Passive upgrades no longer lost when losing Tech Points (as its tied to tres progression not how many TP held)
Aliens
*All passive upgrades now available form start (cost now 0.5 pres for skulks not 0) with all slots available
*Alien ability unlocks as follows: Tier 2 at 75 tres and Tier 3 at 150 tres.
I am currently working towards keeping marine weapons/items as well as lifeforms/passive ups(celerity etc) the same as they are in NS2 where they are lost on death. I then want to have marine passive ups bought for the individual only for pres and is kept permanently. The same applies for alien abilities which I want to be purchasable for pres in the buy menu and is a permanent research. This should simulate the way ns2 works in terms of tech but without a commander involvement but much more choice/customisation for the player.