Search found 1688 matches

by Iluvalar
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...
by Iluvalar
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...
by Iluvalar
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".
by Iluvalar
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...
by Iluvalar
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.
by Iluvalar
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 ...
by Iluvalar
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 ...
by Iluvalar
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 ...