Search found 153 matches

by Raem_Lylar
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).
by Raem_Lylar
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...
by Raem_Lylar
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 ...
by Raem_Lylar
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 ...
by Raem_Lylar
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.
by Raem_Lylar
28 Apr 2010, 03:19
Forum: Mapping / Modding tools & discussions
Topic: URGENT Modding Questions!
Replies: 77
Views: 24661

Re: Modding Questions

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.
If you dont mind, post the entire mod, or... i think you can PM it to me, never tried... :wink:
by Raem_Lylar
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...
by Raem_Lylar
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. :stressed: :wink:

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.
by Raem_Lylar
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 ...
by Raem_Lylar
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. :twisted:

I made a map that's 2 players, the two players a separated by a very large scavenger base with ridiculous defences. :twisted:

So... have fun? O_o :?
by Raem_Lylar
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...
by Raem_Lylar
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...
by Raem_Lylar
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)