Search found 69 matches

by Guardsman Brendo
26 May 2019, 05:49
Forum: Mapping / Modding tools & discussions
Topic: Edit the Tech Tree
Replies: 12
Views: 386

Re: Edit the Tech Tree

Why does my rules.js not exist? I've looked everywhere, and made hidden files and folders visible? Does it only exist if something is made to override it?
by Guardsman Brendo
25 May 2019, 00:01
Forum: Mapping / Modding tools & discussions
Topic: Edit the Tech Tree
Replies: 12
Views: 386

Re: Edit the Tech Tree

I might package this stuff into a small mod if I can get it working. I dont have much free time though... Just a question about the code: is that Java or C++? I can actually read it.
by Guardsman Brendo
24 May 2019, 23:46
Forum: Mapping / Modding tools & discussions
Topic: Edit the Tech Tree
Replies: 12
Views: 386

Re: Edit the Tech Tree

Berserk Cyborg: I am definitely going to have some fun with this. Thanks for this information. I have a map made to be used with naval with factories on(under) water, so I can produce them without cheating too. My next goal is to implement a factory that can do this. To not require a pre-placed fact...
by Guardsman Brendo
24 May 2019, 03:27
Forum: Mapping / Modding tools & discussions
Topic: Edit the Tech Tree
Replies: 12
Views: 386

Re: Edit the Tech Tree

WZ2100ModsFAn wrote:
23 May 2019, 23:43
Are you saying you want to modify just the tech tree image?
Or modify the game stats itself?
I don't really know how the tech tree works internally... I was just wondering if there was a way to make it available without the give all cheat.
by Guardsman Brendo
22 May 2019, 23:55
Forum: Mapping / Modding tools & discussions
Topic: Edit the Tech Tree
Replies: 12
Views: 386

Re: Edit the Tech Tree

What file(s) or directory can I find the tech tree information in? I want to start looking at that and seeing how it works.
by Guardsman Brendo
22 May 2019, 02:55
Forum: Campaign
Topic: Should we use dark unexplored tiles again for campaign?
Replies: 4
Views: 273

Re: Should we use dark unexplored tiles again for campaign?

I really can't decide on this. I think, for Campaign, it should be a difficulty feature or be modifiable in the settings. For Skirmish, it could be one of the options on the left panel. Now that I thought about it, in Campaign, you don't have any satellite data to get the terrain from, so it should ...
by Guardsman Brendo
22 May 2019, 01:04
Forum: Balance
Topic: Jammer balance
Replies: 12
Views: 1692

Re: Jammer balance

Maybe have those targeted sensors glow a certain color? Or have a little icon drawn near them (think experience image) like a "x" or have the jammer cursor image drawn over the entire object... To me it would make more sense for a jammer to affect all sensors. Otherwise there would be constant manu...
by Guardsman Brendo
22 May 2019, 00:56
Forum: Balance
Topic: Increase rate of fire for Bunker Buster
Replies: 5
Views: 660

Re: Increase rate of fire for Bunker Buster

I would suggest 8 seconds for the land-based variant, but a short time for the second VTOL shot, maybe half a second. If realism were taken into account, there would probably be some sort of autoloader inside the VTOL weapon/airframe, allowing each shot to be swapped. However, removing the firing tu...
by Guardsman Brendo
22 May 2019, 00:43
Forum: Balance
Topic: Sunburst AA site balance
Replies: 8
Views: 733

Re: Sunburst AA site balance

I do find that Sunburst sites are very helpful, especially when dealing with VTOLs that appear out of nowhere. Although they do not put out much damage per minute, a VERY significant amount of that time is spent reloading. The damage dealt in one barrage is much higher than the output of Hurricane d...
by Guardsman Brendo
21 May 2019, 21:27
Forum: Mapping / Modding tools & discussions
Topic: Edit the Tech Tree
Replies: 12
Views: 386

Edit the Tech Tree

Is it possible to make a mod that makes the Naval propulsion available? For my purposes, it would be available at the start of a Skirmish game, like Machinegun. That would be the only thing it does. I don't really know much about modding Warzone, but I do have programming knowledge I can use to fami...
by Guardsman Brendo
28 May 2018, 06:12
Forum: Technical Help / Troubleshooting
Topic: Most recent Linux version
Replies: 1
Views: 477

Most recent Linux version

I've decided to now dual-boot my system with Windows along Linux(Mint for now). From what I can tell, the Linux versions aren't the most up to date ones, leaving me to use Windows to use the most up to date version. Is this true? I'm just trying to find what I can transfer to Linux.
by Guardsman Brendo
08 May 2018, 00:46
Forum: Artwork
Topic: Repainted Jammer model
Replies: 52
Views: 34545

Re: Repainted Jammer model

Per wrote:I like the AWACS dome idea. Makes no sense, but looks clear and distinct. And who knows what future tech looks like anyway? :-)
That makes me want to implement AWACS planes for multipayer, maybe after getting Sensor Upgrade Mk. 2?
by Guardsman Brendo
06 May 2018, 23:01
Forum: Development
Topic: Warzone2100 4.0.0 Design from scratch for future processors.
Replies: 32
Views: 6030

Re: Warzone2100 4.0.0 Design from scratch for future process

Honestly, I don't have too much knowledge of when they were in the game. Though I've played the game for a while, I havent played for as long as some of the vets out there. Maybe one of them could help us out on this?
by Guardsman Brendo
05 May 2018, 00:59
Forum: Development
Topic: Warzone2100 4.0.0 Design from scratch for future processors.
Replies: 32
Views: 6030

Re: Warzone2100 4.0.0 Design from scratch for future process

To my knowledge, jump cyborgs were a thing, but they were removed due to balancing. They were available before AA turrets were.
However, though I never got to the last mission yet, I looked at it in FlaME and it looks like there were some jump cyborgs placed in NEXUS' base.
by Guardsman Brendo
03 May 2018, 02:13
Forum: Development
Topic: Warzone2100 4.0.0 Design from scratch for future processors.
Replies: 32
Views: 6030

Re: Warzone2100 4.0.0 Design from scratch for future process

The weakness of a cyborg could be a reason to implement a WH40k approach to cyborgs, so I have an idea. In 40k, when a unit enters the assault phase of a game, it can't be affected by other units(such as you can't shoot into a melee engagement.) I suggest that if cyborgs get within a close distance ...