Search found 153 matches
- 29 Apr 2010, 17:47
- Forum: Mapping / Modding tools & discussions
- Topic: How do i change what tech you start with?
- Replies: 2
- Views: 1712
Re: How do i change what tech you start with?
I need to know which file i must altar in order to change the topics available at game start (no bases).
- 29 Apr 2010, 05:42
- Forum: Mapping / Modding tools & discussions
- Topic: URGENT Modding Questions!
- Replies: 77
- Views: 24661
Re: Modding Questions
Then it realy is an invalid component. You have to make sure that the resulting components name/id matches what the name/id of the component is in weapons.txt, body.txt, propulsion.txt etc... Also make sure that there are no spaces at the end of any of the lines. That's realy all i know... sometimes...
- 28 Apr 2010, 10:54
- Forum: Addon discussions
- Topic: New Map: 2c-BabaHQ.wz version 1.6
- Replies: 4
- Views: 3428
Re: Baba Headquarters. New Map
I should warn you all not to use dydo-scav on this map. Unless... you want to lose in the first 10 seconds... If you want a challenge, press shift+backspace, then ctrl+o, then select player 7, then hit enter or whatever key you use for talk, type "research all" without quotes then hit the ...
- 28 Apr 2010, 08:18
- Forum: Mapping / Modding tools & discussions
- Topic: How do i change what tech you start with?
- Replies: 2
- Views: 1712
How do i change what tech you start with?
For my mod: http://forums.wz2100.net/viewtopic.php?f=5&t=5187 I need to know if its possible to make it so that a component, i.e a cyborg, requires 2 research topics to become available for production. Currently, that seems impossible as i tried it myself, i had an entry for every super cyborg ...
- 28 Apr 2010, 03:49
- Forum: Mapping / Modding tools & discussions
- Topic: URGENT Modding Questions!
- Replies: 77
- Views: 24661
Re: Modding Questions
Make sure there is a blank line at the end of all files.
- 28 Apr 2010, 03:19
- Forum: Mapping / Modding tools & discussions
- Topic: URGENT Modding Questions!
- Replies: 77
- Views: 24661
Re: Modding Questions
If you dont mind, post the entire mod, or... i think you can PM it to me, never tried...Vecmoroc wrote:While I don't want to keep people from other important things, I could still use some help here. If anyone could help me out, that'd certainly be nice.
- 28 Apr 2010, 03:07
- Forum: Mapping / Modding tools & discussions
- Topic: The Synaptic Link Tech + Tech 4 mod - WiP V1.6.1
- Replies: 21
- Views: 11701
Re: The Synaptic Link Tech in MP/SK - WiP V1.6
New version up... 1.6 fixes it so that you can breeze through super cyborg topics. See First post. This question is aimed at anyone who knows... how do i view warzones .pie's in blender? How do i make .pie files? Hello? ^ I guess this was a waste of time... :augh: :( EDIT: Well, at least i like the...
- 27 Apr 2010, 01:23
- Forum: Mapping / Modding tools & discussions
- Topic: The Synaptic Link Tech + Tech 4 mod - WiP V1.6.1
- Replies: 21
- Views: 11701
Re: The Synaptic Link Tech in MP/SK - WiP
delete post please
- 26 Apr 2010, 01:53
- Forum: Addon discussions
- Topic: New Map 8c-DarkForce.wz - temporarily removed
- Replies: 3
- Views: 2066
Re: New Map (beta) 8c-DarkForce.wz
I have to add shore lines, and maybe some heights. And of course i have to support starting with bases and advanced bases.
I'm using that screenshot if you don't mind...
EDIT: And i should add gateways to support skirmish, currently its way to easy to destroy an AI base.
I'm using that screenshot if you don't mind...
EDIT: And i should add gateways to support skirmish, currently its way to easy to destroy an AI base.
- 25 Apr 2010, 03:54
- Forum: Addon discussions
- Topic: New Map 8c-DarkForce.wz - temporarily removed
- Replies: 3
- Views: 2066
New Map 8c-DarkForce.wz - temporarily removed
I'm working on a new map, with a focus on multi-player, its arena style. It supports up to 8 players but is designed for any number of anything... i don't recommend maxing it out though because even in skirmish it was laggy when i tested it. :? It has 4 derricks in each base, each base being offset ...
- 24 Apr 2010, 16:17
- Forum: Addon discussions
- Topic: New Map: 2c-BabaHQ.wz version 1.6
- Replies: 4
- Views: 3428
New Map: 2c-BabaHQ.wz version 1.6
I have made a map... about Scavs... lots of scavs.
I made a map that's 2 players, the two players a separated by a very large scavenger base with ridiculous defences.
So... have fun?
I made a map that's 2 players, the two players a separated by a very large scavenger base with ridiculous defences.
So... have fun?
- 24 Apr 2010, 13:59
- Forum: Mapping / Modding tools & discussions
- Topic: The Synaptic Link Tech + Tech 4 mod - WiP V1.6.1
- Replies: 21
- Views: 11701
Re: The Synaptic Link Tech in MP/SK - WiP
delete post please
- 24 Apr 2010, 03:23
- Forum: Mapping / Modding tools & discussions
- Topic: The Synaptic Link Tech + Tech 4 mod - WiP V1.6.1
- Replies: 21
- Views: 11701
Re: The Synaptic Link Tech in MP/SK - WiP
Can you make Super Cyborgs require Synaptic Link MK2 to be researchable? I don't have sure if this make sense, since Super Cyborgs require Dense Composite Alloys + It's weapon variant researched. BP That is a good idea. I will add it to the to do list. Its not hard, i just have to add a new topic c...
- 22 Apr 2010, 10:58
- Forum: Mapping / Modding tools & discussions
- Topic: The Synaptic Link Tech + Tech 4 mod - WiP V1.6.1
- Replies: 21
- Views: 11701
The Synaptic Link Tech + Tech 4 mod - WiP V1.6.1
Synapse1.6.1.wz This mod should be pretty stable. I have added a number of research topics, see the list below: -Synaptic Link Mk1 -Synaptic Link Mk2 -Synaptic Link Mk3 -Super Cyborg Technology -Super Cyborg Production -Neural Synapse Mk1 -Neural Synapse Mk2 -Neural Synapse Mk3 -Remote Link Technol...
- 22 Apr 2010, 10:54
- Forum: Addon discussions
- Topic: Synaptic Link Tech in MP/SK
- Replies: 0
- Views: 1386
Synaptic Link Tech in MP/SK
I no longer support V1.0, download V1.6.1 instead: download/file.php?id=6261
See topic: viewtopic.php?f=5&t=5187
I have a much larger WiP mod on that thread. Please download.
Feedback is welcome! (encouraged)
See topic: viewtopic.php?f=5&t=5187
I have a much larger WiP mod on that thread. Please download.
Feedback is welcome! (encouraged)