Search found 20 matches
- 11 Feb 2019, 13:45
- Forum: Addon discussions
- Topic: Hello after some time + some maps :D
- Replies: 5
- Views: 3441
Re: Hello after some time + some maps :D
Wholesome, works perfectly, now i can rebalance my maps thanks a lot
- 10 Feb 2019, 11:58
- Forum: Addon discussions
- Topic: Hello after some time + some maps :D
- Replies: 5
- Views: 3441
Hello after some time + some maps :D
Hi hello, it's nice to see this community still being here doing your job, i'd love to help more but i'm quite busy, however if i'll find some more time i can help with maps mod testing or translations :) Now to the point, i'm dropping few maps of my own (not all, some are still so poorly made i hav...
- 13 Mar 2016, 23:07
- Forum: Ideas and suggestions
- Topic: Pathfinding for ground units
- Replies: 5
- Views: 11963
Re: Pathfinding for ground units
Nah, i simply thought that it's scripted so i had put this topic here, thanks for moving it then, since new version is released i will check on AI a little and will post an update in my suggestion if anything is changed, cheers for the hard work to all devs ^^
- 19 Nov 2015, 15:50
- Forum: Ideas and suggestions
- Topic: Pathfinding for ground units
- Replies: 5
- Views: 11963
Pathfinding for ground units
I'm not very good at scripts so i will try to word my findings as simple as it's possible. 1. Trucks pathfinding, the most irritating is their path to assist a construction when there is 4 or more of them, blocked ones try to ram their friends, which already build the structure, in the butt with ful...
- 31 Mar 2015, 12:02
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 397370
Re: Warzone 2100: Contingency (Beta now released)
Up to the contigency ballance, when i tested it out I've noticed that the game became more of quantity over quality of units, I don't really know if that was a true aim of this mod, but if it wasn't please take a look at it :) happy easter to everyone by the way and thanks for your hard work for wz2...
- 11 Jul 2014, 23:23
- Forum: Addon discussions
- Topic: Beholder's maps
- Replies: 11
- Views: 7196
Re: Beholder's maps
Usefull tip thanks.Berg wrote:Just something to note you can upload files to the forum.
Its better to store them here see upload attachment tap below when editing a post.
So your images will not be deleted if you other web site gets broken.
- 11 Jul 2014, 15:04
- Forum: Addon discussions
- Topic: Beholder's maps
- Replies: 11
- Views: 7196
Re: Beholder's maps
So here is something for a faster paced game, the map is called Fox Holes and it has 2 versions, with lower and higher oil resources on map, it's up to a player which he choose, i will post both of them and a polished version of snowstorm in which i basically had to fill up one single square of clif...
- 08 Jul 2014, 14:03
- Forum: Addon discussions
- Topic: Beholder's maps
- Replies: 11
- Views: 7196
Re: Beholder's maps
Hi ppl I'm back on track and most likely will add few maps soon (as soon as i will make em dandy) well of course that is if you still don't hate me yet :P So yeah expect some asymetrical yet ballanced maps, and oh i have to fix texture in one place at snowstorm map so i will update its attached file...
- 01 Apr 2014, 15:46
- Forum: Addon discussions
- Topic: Beholder's maps
- Replies: 11
- Views: 7196
Re: Beholder's maps
Another duel map is very simple although low oil, forces players to don't send their units to die-rush instead they have to manage their resources with great caution if they want to win. http://imagizer.imageshack.us/v2/320x240q90/850/cpya.jpg http://imagizer.imageshack.us/v2/320x240q90/42/4b3j.jpg ...
- 01 Apr 2014, 15:41
- Forum: Addon discussions
- Topic: Beholder's maps
- Replies: 11
- Views: 7196
Re: Beholder's maps
Two next maps from me are duel maps. First comes Wolf Pass with a complicated strategic pass in the middle with anti rush scavenger bunkers and few other interesting spots for tactical gameplay. http://imagizer.imageshack.us/v2/320x240q90/850/5gj3.jpg http://imagizer.imageshack.us/v2/320x240q90/850/...
- 31 Mar 2014, 15:15
- Forum: Addon discussions
- Topic: Beholder's maps
- Replies: 11
- Views: 7196
Re: Beholder's maps
Changing a map name is no problem, i switched it to Snowstorm (i hope it is not taken) and here are some pics Here is a Snowstorm's player corner base and his hill in front of the base (other bases look similar but NOT the same, i did all the places without copying) http://imageshack.com/a/img594/77...
- 31 Mar 2014, 03:45
- Forum: Addon discussions
- Topic: Beholder's maps
- Replies: 11
- Views: 7196
Re: Beholder's maps
And the another map is Arizona tileset map, also dedicated to human players. The map consists of two height levels for two players to support each other with artillery emplacements and push the lane up to their two allied enemies. The map is settled for 4 players but making it 8 players by copy-past...
- 31 Mar 2014, 03:39
- Forum: Addon discussions
- Topic: Beholder's maps
- Replies: 11
- Views: 7196
Beholder's maps
After few tries i managed to understand how flame works and wasted some time around to make 2 maps so far, they are mostly directed to human players but AI manages to do something on them as well. I expect opinion and a feedback, i labeled them under most harsh license but for now feel free to treat...
- 21 Mar 2014, 15:36
- Forum: Addon discussions
- Topic: [3.1.1+] Tower Defense (engine and maps)
- Replies: 56
- Views: 83329
Re: [3.1.1+] Tower Defense (engine and maps)
i'm not an uber pro at exploiting AI weaknesses in warzone so i can't get past 18 minutes but i did some beta research for ya. 1. energy earned from killing enemies should be increased a bit 2. power turbine upgrades should give an extra derrick for the player beside the sole upgrade (i have no idea...
- 11 Mar 2014, 11:39
- Forum: Development
- Topic: Few bugs in units scripts
- Replies: 3
- Views: 3295
Re: Few bugs in units scripts
well nullbot 2,6 is already a bit better in tactics and pathfinding so i guess it is just a matter of time until AI will become stable and well balanced with the modders effort ^^ however what can you say about that problem with units attached to sensor? i'm more concerned with it than with AI stabi...