Search found 75 matches

by nick87720z
18 Nov 2019, 22:34
Forum: Addon discussions
Topic: Cobra skirmish AI
Replies: 29
Views: 12614

Re: Cobra skirmish AI

Hm, could it be same case at Butterfly pos1? When I tried two cobra agains each over or cobra vs crusher, placing self at 2 (still had to kill trucks, which were not removed by spectator mod). Thought it is due to mod, but it seems stable - cobra at this position stops to develop base after 2 factor...
by nick87720z
18 Nov 2019, 20:17
Forum: Addon discussions
Topic: Cobra skirmish AI
Replies: 29
Views: 12614

Re: Cobra skirmish AI

Just tried same version (3 days old) at startup. Mods besides AI: EB, ultimate-scavs for 3.3.0, ArtRev. Cobra at hard, save file is attached. I'm trying AI against scavangers on its own - to do so, I just kill own trucks (watching all in debug mode, with enabled global view by Ctrl+G) - too bad can'...
by nick87720z
18 Nov 2019, 18:57
Forum: Addon discussions
Topic: Cobra skirmish AI
Replies: 29
Views: 12614

Re: Cobra skirmish AI

There is problem, when units count reaches limit, it can't produce more updated units, and existing outdated are forced to givup. The more they resist to destruction by frequent retreating, farther disadvantage comes. At high-oil with high-power setting there may be so much energy (probably enough t...
by nick87720z
16 Nov 2019, 22:06
Forum: Addon discussions
Topic: Cobra skirmish AI
Replies: 29
Views: 12614

Re: Cobra skirmish AI

Tried master version against bonecrusher at fortscav. There are some problems with structures layout among others: https://imgur.com/SIdIhrg.png 1. Chess like defense struct layout. The shift seems to happen at some point due to bad alignment with terrain. Though units usually try to move between di...
by nick87720z
10 Nov 2019, 14:23
Forum: Addon discussions
Topic: Warzone 2100: Contingency (Beta now released)
Replies: 593
Views: 239631

Re: Warzone 2100: Contingency (Beta now released)

I’m under the impression that contingency doesn’t work with versions 3.2 and 3.3 so I’m not really sure how you’re using it right now. Oooohhh... :oops: I revisited start post - indeed, it was for 3.1. Strange, I remember some mod, which either required master version (at the moment of publishing) ...
by nick87720z
10 Nov 2019, 00:53
Forum: Addon discussions
Topic: Warzone 2100: Contingency (Beta now released)
Replies: 593
Views: 239631

Re: Warzone 2100: Contingency (Beta now released)

Ah, I forgot - I had copy of mp.wz as mod, in form of unpacked dir (like mp-ref) - I used it to discover, what sounds are used in game, during first attempt to mod. Hoped to something similar for art-revolution, but for sounds (hoping to return when I have time and some sources to work with). Not su...
by nick87720z
09 Nov 2019, 19:35
Forum: Addon discussions
Topic: Warzone 2100: Contingency (Beta now released)
Replies: 593
Views: 239631

Re: Warzone 2100: Contingency (Beta now released)

After more tests at fortscav I got more details. - Robotic factory seems to count as factory, i.e. it doesn't need presence of basic factories. - Managed to upgrade advanced factory modules. One good thing, is that once lucky point is found (assuming, that trucks are not moved after first upgrade), ...
by nick87720z
05 Nov 2019, 23:39
Forum: Addon discussions
Topic: Warzone 2100: Contingency (Beta now released)
Replies: 593
Views: 239631

Re: Warzone 2100: Contingency (Beta now released)

Is EB now primary/upstream for contingency? I noticed following problems: - there are problems upgrading structures with size 4x4, such as dedicated research complex and vapor generator. Trucks have problem reaching it when tasked - half of times they drop task as if stoped by 'S' (dismissing after ...
by nick87720z
30 Oct 2019, 09:18
Forum: Ideas and suggestions
Topic: Support for multiple targets for multi-turret bodies.
Replies: 3
Views: 3623

Re: Support for multiple targets for multi-turret bodies.

Update. I just combo of two incompatible weapons - gauss gun (no air) and vindicator. Both weapons worked, but their placement affected, but only primary weapon's properties where assigned to unit, while secondary act on its own. There is also difference in first/second turret placement between grou...
by nick87720z
22 Oct 2019, 18:41
Forum: Ideas and suggestions
Topic: Support for multiple targets for multi-turret bodies.
Replies: 3
Views: 3623

Re: Support for multiple targets for multi-turret bodies.

One of turrets seems to affect possible targets range for entire unit. I tried, for fun, combo of primary hellstorm with secondary pulse laser. I tested it while trying defense line against nullbot (was curious, how long it needs to eventually break), and tried against horde, staying slightly out of...
by nick87720z
21 Oct 2019, 05:50
Forum: Skirmish / Multiplay
Topic: Upgrades don't apply in some places (Q is it design)
Replies: 7
Views: 480

Re: Upgrades don't apply in some places (Q is it design)

You're not taking into account the "time" attribute in repair.json. I think it specifies the "repairPoints" over a time interval and auto-repair has a value of "75" whereas the turrets are only "7". Thanks, I nearly thought about time, but simply rejected possibility of different time interval for ...
by nick87720z
20 Oct 2019, 13:54
Forum: Development
Topic: HotKeys refactoring
Replies: 1
Views: 207

Re: HotKeys refactoring

Specially for F1..F6 - imho, it is just easy to remember. As for next factory, lab, etc - I did it not so long ago, and I found it convenient fo have same F1..F6 with some modifier. I.e, to quickly setup production, you go to F1 to see factories, while setting another finger to modifier (I used Shif...
by nick87720z
19 Oct 2019, 08:38
Forum: Balance
Topic: Flamer aim?
Replies: 8
Views: 565

Re: Flamer aim?

Unless your saw those mortars turning towards a unit after you clicked a structure. That would be a bug. Yest, exactly so - they are turning :) Another instance of probably same issue, is that even if I target wall behind the derrick, in hope to avoid hitting closer wall instead of derrick, it stil...
by nick87720z
18 Oct 2019, 13:57
Forum: Balance
Topic: Flamer aim?
Replies: 8
Views: 565

Re: Flamer aim?

Well, now i see how flamer cyborg shoots flames almost 180 degree. It's very strange to see a cyborg run forward and shoot backwards.
Berserk Cyborg XD
by nick87720z
18 Oct 2019, 12:16
Forum: Development
Topic: Trying to make some upgrades apply better
Replies: 0
Views: 398

Trying to make some upgrades apply better

There are two places, mentioned in another thread, where some upgrades are not applied as expected: https://forums.wz2100.net/viewtopic.php?f=48&p=145671#p145671 Armor upgrades is not applied to transport. Only these days I got from betaguide, that HP 500 is maximum, and even Dragon body HP os lower...