Search found 5578 matches

by NoQ
21 Jan 2010, 16:38
Forum: News and announcements
Topic: 2.3 Beta 8 released!
Replies: 36
Views: 19025

Re: 2.3 Beta 8 released!

Command Turret II, III, IV given more damage, longer range
I really like it because when one uses long-range weapons like scourges/gauss cannons/lasers the commander always rushed forward and died quickly. BTW what is its new range?
by NoQ
19 Jan 2010, 11:14
Forum: Addon discussions
Topic: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
Replies: 245
Views: 57376

Re: DyDo skirmish AI: ver 1.2.7 (13 Jan 2010)

Terminator wrote:And also there was a bug that make menu to disappear.
hao wrote:1.2.6b has some strange problem on 2.3 beta7 (wasn't here on beta6) ("Oh by the way here's the ticket"(c) -- #1405)
i.e. I've already posted this, though I think I've been misunderstood.
by NoQ
12 Jan 2010, 10:03
Forum: Addon discussions
Topic: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
Replies: 245
Views: 57376

Re: DyDo skirmish AI: ver 1.2.6 (31 Dec 2009)

1.2.6b has some strange problem on 2.3 beta7 (wasn't here on beta6) ("Oh by the way here's the ticket"(c) -- #1405)
by NoQ
12 Jan 2010, 07:03
Forum: Ideas and suggestions
Topic: 10 Research strategy tips for beginners!
Replies: 1
Views: 5147

Re: 10 Research strategy tips for beginners!

Upgrading the factories works in exactly the same way as upgrading the power generator, but you have to manually order your trucks to upgrade them 3 times, rather than once.
Two times actually ;)
by NoQ
12 Jan 2010, 06:55
Forum: News and announcements
Topic: 2.3 Beta 7 released!
Replies: 49
Views: 19482

Re: 2.3 Beta 7 released!

Controls disappear all the time (in skirmish at least) and I can't figure out how to turn them back on.
(I mean this hexagonal menu dock with 7 buttons ... or how do you call it?)

(oh well ... created a ticket for this)
by NoQ
12 Jan 2010, 06:20
Forum: News and announcements
Topic: 2.3 Beta 7 released!
Replies: 49
Views: 19482

Re: 2.3 Beta 7 released!

1. The website still says that the latest beta is beta 6 (in the header).
2. o_O, just noticed a game in the lobby: 2.3 beta 9 with 16 players O_o :ninja: xD
by NoQ
28 Dec 2009, 17:45
Forum: Mapping / Modding tools & discussions
Topic: Disabling technologies in skirmish/MP.
Replies: 12
Views: 3539

Re: Disabling technologies in skirmish/MP.

You realy have nothing to do, do you? No, I just did it automatically with shell scripts. Now I have to find out which towers are actually buildable. UNIX makes people lazy you know ... :rolleyes: That multi-posting makes Zarel angry :D Sorry. (some forum engines automatically join the messages fro...
by NoQ
28 Dec 2009, 15:18
Forum: Mapping / Modding tools & discussions
Topic: Disabling technologies in skirmish/MP.
Replies: 12
Views: 3539

Re: Disabling technologies in skirmish/MP.

And it's a completely different game.
Thanks a lot 13KukYNexus666!

But still we have the mod #1 to do :rolleyes:
by NoQ
28 Dec 2009, 14:38
Forum: Mapping / Modding tools & discussions
Topic: Disabling technologies in skirmish/MP.
Replies: 12
Views: 3539

Re: Disabling technologies in skirmish/MP.

Works only when you explicitly apply the limits (i.e. click ok on the structure limit screen)
:-S
by NoQ
28 Dec 2009, 14:18
Forum: Mapping / Modding tools & discussions
Topic: Disabling technologies in skirmish/MP.
Replies: 12
Views: 3539

Re: Disabling technologies in skirmish/MP.

Working :)
Testing it right now; bash and awk saved me a lot of time.

The limit page is limited to four pages only and still there are lots of scav towers here :(
And I couldn't just disable them totally, so I still can build one of a kind by default.
by NoQ
28 Dec 2009, 05:56
Forum: Mapping / Modding tools & discussions
Topic: Disabling technologies in skirmish/MP.
Replies: 12
Views: 3539

Re: Disabling technologies in skirmish/MP.

Yeah, thanks,fixed multiple mistakes and it's working now.
BTW, command "--mod=..." works fine for me (linux).

But now the mod is totally useless since all the towers I've found are campaign-only scavenger towers.
Where do I find some sort of list of skirmish buildings?
by NoQ
27 Dec 2009, 06:31
Forum: Mapping / Modding tools & discussions
Topic: Disabling technologies in skirmish/MP.
Replies: 12
Views: 3539

Re: Disabling technologies in skirmish/MP.

Well, I'm about to make my first mod once again but it doesn't work :( // multilim.slo // // define maximum limits for structures in limits screen here // only stats mentioned here will be added to limits screen. public STRUCTURESTAT factory; public STRUCTURESTAT oilDerrick; public STRUCTURESTAT pow...
by NoQ
24 Dec 2009, 11:55
Forum: Mapping / Modding tools & discussions
Topic: Disabling technologies in skirmish/MP.
Replies: 12
Views: 3539

Disabling technologies in skirmish/MP.

I've read the devs' wiki but I think I need more help on this. I'm kinda newbie in modding. I have an idea of several mods that disable different technologies. I wouldn't mind if someone else makes them for me. But I also want to learn how to make them myself, and I don't yet understand how to do it...