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Archive for the ‘WaterMOD’ Category

WaterMOD small update

Some small WaterMOD issues were fixed. Download & specifications page have been updated.

  • (any) subs can dive under any ship now. (no ZOC at all for sub class)
  • ship class rebalanced. (some pricing, movement & combat values for frigate, destroyer, cruiser, battleship)

WaterMOD continued

edit May 12th 2010 by Casaubon

Hi readers, due to the fact that Norami is very occupied at the moment Casaubon takes over his WaterMOD temporarily. I want to  expand Norami’s ruleset a little and bring it to playable state, with bigger difference from the other MODs. Land units were reduced to a few units, which merged from subclasses. For example I merged tank and heavy tank to just simply “tank” that will perform something like in the middle of the old two. Merged units got new sprites. Capturing is different, you won’t use hovercraft for captures separated by sea  in this MOD like you are used to in Weewar.

features:

    artillery

  • land units: trooper (captures), tank (2 range), anti aircraft, artillery (5 range)
  • in air similar to weewar: helicopter (captures), jet, bomber
  • in speedboat class: speedboat, torpedoboat (hunts subs), mine trawler (places seamines), jetski (captures)
  • in ship class: frigate (fast anti sub & air), destroyer (a bit weaker than in weewar), cruiser (5 range), battleship
  • in sub class: submarine, diver, scuba scooter, seamine
  • 2 stationary land units (not buildable): coast gun, stationary anti aircraft
  • additional sea & underwater terrains like deep water(+ subs, – speedboats), shallow water (no ships), reef (+ sub),underwaterbase (divers), ledge (blocks), shipyard (ship building)
  • harbors can produce speedboats but also troopers and add to naval repairs like repairshops do for land units

what could be done in a future update:

  • further balancing when there is some more gaming experience (are seamines too expensive? perform destroyers not differently enough from frigates, are cruisers too powerfull, do divers need an own class, etc.)
  • maps maps maps maps maps :)
  • implement the aircraft carrier and freighter unit to the ship class, if transports are implemented in weebot. also change seamine placement from a captured build (like an oilrig build in KajahMOD) to the mine trawler’s real cargo without making the trawler disappear after placement, which is also possible only with code enabling implementation of real transports.
  • I also tried to draw a Harrier (aircraft) but failed, planes are the most difficult to draw in weewar style. Maybe anybody can achieve that later.
  • For a more detailed Html information table see the

    new WaterMOD Unit & Terrain Specification

    WaterMOD land units in action:

WaterMOD navy in action:

Goals for WaterMOD

I’m finally jumping back in the game here. Here’s a quick rundown.

Features already implemented:

  • Scuba Troopers
  • Deep Water
  • Shallow Water
  • Underwater Reef
  • 4 Maps

Features being tested for newest version:

  • Mini Submarines
  • Underwater Base
  • Jetski Trooper
  • Oil Rig and other structures that can be built on captured terrain from KajahMOD
  • Adding Engineer and Sniper units from KajahMOD
  • More maps made for WaterMOD

More updates to come as new features are added!

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