Search found 3454 matches

by aubergine
19 May 2013, 04:40
Forum: Game related Discussions
Topic: THE SCAVS LAG SEVERAL GAMES :(
Replies: 5
Views: 1882

Re: THE SCAVS LAG SEVERAL GAMES :(

@NoQ: I mostly use WZ 3.1.0 with NullBot and Ultimate Scavs. When USM starts building lots of defence structures, that's usually when game lags. Also, if it gets lots of oils it builds lots of factories = lots of vehicles gather around those factories (base defence groups IIRC?). @Originway: Because...
by aubergine
19 May 2013, 04:36
Forum: Development
Topic: Improving the models
Replies: 7
Views: 1923

Re: Improving the models

Also check out Art Revolution models: viewtopic.php?f=49&t=9921
by aubergine
19 May 2013, 04:35
Forum: Technical Help / Troubleshooting
Topic: Advanced HQ
Replies: 4
Views: 1200

Re: Advanced HQ

Is that the HQ that has some weapon turrets on it? Always wanted to see that in game, never understood why the HQ wouldn't have some integral defences.
by aubergine
19 May 2013, 04:22
Forum: Ideas and suggestions
Topic: One Day We Will Have a Cyborg Transporter and Then..
Replies: 6
Views: 1760

Re: One day we will have a cyborg transporter and then..

Nice idea! Maybe there could be a special "heavy lift" transport that would have grabber arms - it could pick up any repair facility to move it somewhere else, or pic up a single droid and move it somewhere else. Assuming the heavy lift transport is built like a brick s**t house, it could be used to...
by aubergine
19 May 2013, 04:16
Forum: Ideas and suggestions
Topic: Armoured vehicles for the Cyborg ones :)
Replies: 11
Views: 3155

Re: Armoured vehicles for the Cyborg ones :)

Having jump borgs, depending on how they work, would make cyborg transports somewhat redundant. Maybe Olrox style transport could be a T3 "weapon". By that time people should already be used to fending off VTOLs and also borgs start to become useless against late game defences (howitzers in particul...
by aubergine
19 May 2013, 03:57
Forum: Ideas and suggestions
Topic: Why Not Split a Cyborg Into Three Parts Too?
Replies: 10
Views: 4912

Re: Why not split a cybord into three parts too?

As I understand it, the code used to do cyborgs currently is somewhat grim internally. I know Per was quite frustrated with it when he was working on the JS API. The way the JS API works you specify the individual components, but that then gets converted in to whatever the standard templates are (an...
by aubergine
19 May 2013, 02:26
Forum: Other Talk
Topic: New Warzone2100 Website: wz2100-clans.net
Replies: 5
Views: 1621

Re: New Warzone2100 Website: wz2100-clans.net

This looks good! I particularly like the amount of work you've put in to the lists of clans, with their logos, member lists, etc. - it's one of the most comprehensive lists I've seen so far. EDIT: Would be useful to add a website link for the clans (in addition to members link) EDIT 2: Just realised...
by aubergine
18 May 2013, 13:59
Forum: Ideas and suggestions
Topic: Armoured vehicles for the Cyborg ones :)
Replies: 11
Views: 3155

Re: Armoured vehicles for the Cyborg ones :)

IMHO, Olrox's transport should get added as the cyborg transport, and cyborgs within that transport should act as turrets for the transport. It would make producing cyborg transports far more appealing as you could basically turn them in to 5 turret VTOLs.
by aubergine
17 May 2013, 18:08
Forum: Scripting
Topic: Idea: enumObjects() function & .subtype property
Replies: 1
Views: 4079

Idea: enumObjects() function & .subtype property

The function would take a single (optional) parameter that is an object defining filters to apply to the result set. It's sort of an amalgamation of enumDroid, enumFeature, enumStructure, enumArea, enumRange, etc. Syntax: var results = enumObjects([filterObj]); Properties of filter obj would include...
by aubergine
17 May 2013, 17:21
Forum: Game related Discussions
Topic: THE SCAVS LAG SEVERAL GAMES :(
Replies: 5
Views: 1882

Re: THE SCAVS LAG SEVERAL GAMES :(

There's no way for AIs to iterate partial lists of objects in 3.1 branch - so as number of things on map increase they get slower. Scavs tend to build far more buildings that other players, so the problem is more noticeable with them. Should be resolved in 3.2 release where there are new AI function...
by aubergine
17 May 2013, 16:54
Forum: Campaign
Topic: Alpha 11 Stop Removal of the artifacts
Replies: 7
Views: 4568

Re: Alpha 11 Stop Removal of the artifacts

Yup - ignore the scavs like Shadow says, and build some repair stations near the main areas of battle for fast repairs.
by aubergine
17 May 2013, 02:35
Forum: Ideas and suggestions
Topic: Replace quitter with AI
Replies: 14
Views: 3218

Re: Replace quitter with AI

A droid-only AI is an interesting idea and not something that's been discussed before. But maybe there could be a simpler approach? What if it was just a small script that runs once when a player leaves? * Distribute all power from quitter to remaining allies in equal amounts * Transfer all units fr...
by aubergine
17 May 2013, 02:18
Forum: Other Talk
Topic: The Doc's Bio Lab for Scav Experiments - & other oddities.
Replies: 571
Views: 145353

Re: The Doc's Bio Lab for Scav Experiments - & other odditie

No matter what happens, the WZ universe will benefit from a richer tapestry to it's backstory.

Meanwhile, in the Rockies.... http://crmpi.org/CRMPI/Home.html
by aubergine
16 May 2013, 21:15
Forum: Ideas and suggestions
Topic: Replace quitter with AI
Replies: 14
Views: 3218

Re: Replace quitter with AI

Outcome is always: Rather than have an AI hogging the oils, and not playing very well, it's better to just free up the oils and land so the remaining team mates can make use of them.