Search found 324 matches
- 09 May 2013, 16:58
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 402346
Re: Warzone 2100: Contingency (Beta now released)
But there are clear instructions how to install any mod. You just throw the .wz file into autoload folder and that's it. It's explained in the game's FAQ. I did just that. I put the T1Limiter.wz into the autoload folder, but nothing happened. I know how to install mods, but for some reason, this on...
- 09 May 2013, 16:04
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 402346
Re: Warzone 2100: Contingency (Beta now released)
What you're doing is something really weird. You should not have seen the .js files at all in the process. That's what happens when there are no clear instructions on how install a mod or any of its components. I start doing weird stuff. :lecture: EDIT: Or should I say no clear instructions on how ...
- 09 May 2013, 15:49
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 402346
Re: Warzone 2100: Contingency (Beta now released)
Have you tried putting one of them into the autoload folder alongside Contingency? (Note: putting both of them into the autoload folder is NOT recommended due to them overwriting eachother.) I finally figured out how to get it to work. I copypasted the text from the .js limiter files into the .inc ...
- 09 May 2013, 14:59
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 402346
Re: Warzone 2100: Contingency (Beta now released)
How do you get the Tier-limiting mods to work? I've tried all kinds of methods but I cannot seem to get it to work.
- 15 Apr 2013, 15:31
- Forum: Ideas and suggestions
- Topic: An idea to make Commanders more useful
- Replies: 5
- Views: 3470
An idea to make Commanders more useful
This is an idea that's aimed at the scripting of a commander turret. What if the Commander units were scripted in such a way that the units assigned to it would change their combat behavior based on their most effective use. Let me elaborate on this: Commander: This is the unit that acts as a sort o...
- 31 Jan 2013, 23:57
- Forum: Addon discussions
- Topic: [3.2+] NullBot 3 ‘Reloaded’
- Replies: 135
- Views: 174635
Re: [3.2+] NullBot 3 ‘Reloaded’ ~alpha~
That seemed to do the trickNoQ wrote:Windows build seems to be finally ready!
And it also includes the latest label fixes, so it'd be usable for the next alpha, probably (:
- 31 Jan 2013, 20:43
- Forum: Addon discussions
- Topic: [3.2+] NullBot 3 ‘Reloaded’
- Replies: 135
- Views: 174635
Re: [3.2+] NullBot 3 ‘Reloaded’ ~alpha~
There is still no build I can use to run this new Nullbot. The git branch is empty.
- 30 Jan 2013, 20:08
- Forum: Addon discussions
- Topic: [3.2+] NullBot 3 ‘Reloaded’
- Replies: 135
- Views: 174635
Re: [3.2+] NullBot 3 ‘Reloaded’ ~alpha~
Still broken.NoQ wrote:Hmm, seriously? Are all snapshots broken currently?
Cause i'm compiling the game from git directly, and never needed to check out snapshots.
P.S. Lol, just noticed that i've been packing calling the mod .zip since eternity, and it worked.
Re-named anyway.
- 30 Jan 2013, 19:18
- Forum: Addon discussions
- Topic: [3.2+] NullBot 3 ‘Reloaded’
- Replies: 135
- Views: 174635
Re: [3.2+] NullBot 3 ‘Reloaded’ ~alpha~
That was the newest snapshot I could find. Can you link me to a newer one?NoQ wrote:Prot wrote:NoQ, how to fetch latest code of you bot?
Or you using same git repository as the game 3.2+ ?NoQ wrote:githubGet a newer snapshot and install it.Arreon wrote:How do I fix it?
- 30 Jan 2013, 19:06
- Forum: Addon discussions
- Topic: [3.2+] NullBot 3 ‘Reloaded’
- Replies: 135
- Views: 174635
Re: [3.2+] NullBot 3 ‘Reloaded’ ~alpha~
How do I fix it?
- 30 Jan 2013, 18:26
- Forum: Addon discussions
- Topic: [3.2+] NullBot 3 ‘Reloaded’
- Replies: 135
- Views: 174635
Re: [3.2+] NullBot 3 ‘Reloaded’ ~alpha~
warzone2100-master-20130118-080044-170f3a9.exeNoQ wrote:What master snapshot are you using? May it be something not recent enough?
- 30 Jan 2013, 18:06
- Forum: Addon discussions
- Topic: [3.2+] NullBot 3 ‘Reloaded’
- Replies: 135
- Views: 174635
Re: [3.2+] NullBot 3 ‘Reloaded’ ~alpha~
I can't use this new Nullbot due to this annoying error:
- 19 Jan 2013, 19:12
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 402346
Re: Warzone 2100: Contingency (Beta now released)
One improvement to the mod would be to change the Rocket Assault Pod cyborgs so that the weapon on their arm actually looks like the Assault Pod instead of the Mini Rocket Pod.
- 24 Dec 2012, 15:44
- Forum: Ideas and suggestions
- Topic: Remove pre-placed buildings from game map if disabled
- Replies: 2
- Views: 9957
Remove pre-placed buildings from game map if disabled
One thing that bothers me is when I go to disable VTOL factories and sometimes Cyborg factories too, the ones that were already placed on the map at the start of the game still remain. There should be a fix where any buildings that are placed on the map which are disabled in the Structure Limits men...
- 10 Dec 2012, 20:09
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 402346
Re: Warzone 2100: Contingency (Beta now released)
Can you make a version that's compatible with master builds, pretty please?