Command the forces of The Project in a battle to rebuild the world after mankind has been nearly destroyed by nuclear missiles. A 100% free and open source real-time strategy game for Windows, macOS, Linux, BSD+
Up the caps or convert to soft caps
WZ 2100's primary weakness in comparison to other RTS games, imo, is its very low, hard caps on units and buildings. Other games in the genre have, at the very least, settings for these details, which often go as high up as 1000 for units, and effectively no building cap; whether everyone's computer can handle such high caps is another story, but considering that this iteration of the game has existed for nearly 20 years, I would argue it is important to be on-par with modern games in this area.
Why this is needed
Now, I already said a little bit about this but I should explain further: despite the original game being from '99, it is being maintained well into the present, if I am not mistaken. That being said, there's already been user efforts to breathe new life into WZ2100, such as the assets mod someone made, Art Revolution if I remember correctly; this particular question, however, of unit caps, has been asked since at least 2009, based on my research into the matter, and was turned down due to limitations of the engine and of people's computers following from that, at the time.
I'm sure there's probably some detail I'm missing or that is unclear, so if I need to clarify something, just ask.
Allow to configure it for mp games possibly keeping default how it is currently.
Additionally this would also allow some different style play if limits for game been set to very low instead of very high.
Up the caps or convert to soft caps WZ 2100's primary weakness in comparison to other RTS games, imo, is its very low, hard caps on units and buildings. Other games in the genre have, at the very least, settings for these details, which often go as high up as 1000 for units, and effectively no building cap; whether everyone's computer can handle such high caps is another story, but considering that this iteration of the game has existed for nearly 20 years, I would argue it is important to be on-par with modern games in this area.
Why this is needed Now, I already said a little bit about this but I should explain further: despite the original game being from '99, it is being maintained well into the present, if I am not mistaken. That being said, there's already been user efforts to breathe new life into WZ2100, such as the assets mod someone made, Art Revolution if I remember correctly; this particular question, however, of unit caps, has been asked since at least 2009, based on my research into the matter, and was turned down due to limitations of the engine and of people's computers following from that, at the time.
I'm sure there's probably some detail I'm missing or that is unclear, so if I need to clarify something, just ask.