Search found 1688 matches
- 20 Nov 2010, 19:59
- Forum: Mapping / Modding tools & discussions
- Topic: very basic editing-modify existing weapon
- Replies: 3
- Views: 2186
Re: very basic editing-modify existing weapon
Hi kinorunner. Weapons.txt is located in /data/base/stats take a look at this page : http://developer.wz2100.net/wiki/TxtEditing The only thing left to know is the ID of the assault cannon You'll find it here : http://guide.wz2100.net/w/ it's "Cannon5VulcanMk1" is that what you were lookin...
- 18 Nov 2010, 01:19
- Forum: Development
- Topic: New page [full] of settings
- Replies: 1
- Views: 1440
New page [full] of settings
First, I'll just explain exactly what I would like, I'll go with all the reason after :D It would be nice to have another page in the game setting with some convenient way to add a new parameter. I think the best would be to leave a keyboard input into a box. These new values would have to be passed...
- 17 Nov 2010, 23:20
- Forum: Ideas and suggestions
- Topic: para-cyborgs
- Replies: 10
- Views: 3944
Re: para-cyborgs
I don't see any need for that, the transport being quite fast enought. It would look cool but... well you know you need someone that will feel the need to code all the stuff just to "look cool".
- 08 Nov 2010, 23:35
- Forum: Ideas and suggestions
- Topic: Research cost modifiers
- Replies: 6
- Views: 3007
Re: Research cost modifiers
Ok then... I got it : Do it yourself :lecture: Can someone testplay my mod please ? in /src/research.c add around line 50 #define RESEARCH_POINT_FACTOR 1 // [.25-4] simply multiply the research point of everything #define RESEARCH_SPEC_POINT_FACTOR 1.5 //[.5-1.5] Change the curve of research point c...
- 11 Oct 2010, 21:42
- Forum: Ideas and suggestions
- Topic: Research cost modifiers
- Replies: 6
- Views: 3007
Re: Research cost modifiers
Ok fine... no matter. I was intending multiplying both cost and time research the same way. But if you're right, I would not complain either if two different set of modifiers was setable.
- 11 Oct 2010, 06:32
- Forum: Ideas and suggestions
- Topic: Research cost modifiers
- Replies: 6
- Views: 3007
Re: Research cost modifiers
If you really mean "weight" no. Tought it's true that higher level weapons are often heavier. This is not always true. The research cost is in fact coded in the files manually. I think the research time depend on the research cost divided by some boost which come from the research modules ...
- 11 Oct 2010, 04:42
- Forum: Ideas and suggestions
- Topic: Research cost modifiers
- Replies: 6
- Views: 3007
Research cost modifiers
Ok, this one is really easier then the idea to make 3 whole new tech tree :3 Let's say the research cost is R The idea is to make 2 new settings at the begining of a game that would be numerical (float) values let's say K and L both by default egal to 1 In such a way the new reasearch cost would be ...
- 02 Oct 2010, 20:46
- Forum: Ideas and suggestions
- Topic: Human Units?
- Replies: 24
- Views: 9318
Re: Human Units?
Well, I understand that this would be a huge change but I have been daydreaming about this whole idea. In my head, it would take body in the technology level minus 2. Where you build conventional barack and some sort of little tank garage with pre-cobra body and weapon sets. We would build farms to ...