Search found 3454 matches
- 22 May 2013, 15:00
- Forum: Mapping / Modding tools & discussions
- Topic: I'm building a new Campaign, any pointers?
- Replies: 10
- Views: 5606
Re: I'm building a new Campaign, any pointers?
@Shadow - I did consider mentioning NRS mod, but using usury as an example seemed somewhat at odds with my sustainable worldview. Regarding multiple resources, the pace of the game seems to be the main factor. So in many online games, such as Travian and Grepolis, there are usually 3 or 4 resources ...
- 22 May 2013, 14:21
- Forum: Other Talk
- Topic: The Doc's Bio Lab for Scav Experiments - & other oddities.
- Replies: 571
- Views: 270572
Re: The Doc's Bio Lab for Scav Experiments - & other odditie
Regarding VR - why not treat it as a drug? In recent years it's become apparent that western governments are *still* behind much of the drugs trade, for example CIA's links to Mexican drug cartels (and many, many documented drug running operations over the years), UK military protecting opium fields...
- 22 May 2013, 01:29
- Forum: Mapping / Modding tools & discussions
- Topic: I'm building a new Campaign, any pointers?
- Replies: 10
- Views: 5606
Re: I'm building a new Campaign, any pointers?
For resource creation, we're sorta stuck with power at the moment. If you look at Shadow Wolf's "Contingency" mod, he adds a new power source: wind turbines. But it still is power based. Currently there's really no way to have multiple types of resource - we're limited to just 'power'.
- 22 May 2013, 01:27
- Forum: Ideas and suggestions
- Topic: No Bridge? Engineers Will Build One!
- Replies: 10
- Views: 5292
Re: No bridge? engineers will build one!
IIRC the main issue was recalculating the pathfinding routes?
- 22 May 2013, 01:26
- Forum: Artwork
- Topic: Models By Berg
- Replies: 271
- Views: 272527
Re: Models By Berg
Love those wheels!
- 22 May 2013, 01:13
- Forum: Other Talk
- Topic: The Doc's Bio Lab for Scav Experiments - & other oddities.
- Replies: 571
- Views: 270572
Re: The Doc's Bio Lab for Scav Experiments - & other odditie
Looking good, reviewing now. Here's some completely un-related photos of an awe inspiring landscape in China: http://www.dailymail.co.uk/news/article-2174115/Unique-rock-formations-China-look-drawn-sweeping-hand-impressionist-artist.html EDIT: Stem cell rivalling porn? Porn? Where did that come from...
- 21 May 2013, 13:32
- Forum: Ideas and suggestions
- Topic: One Day We Will Have a Cyborg Transporter and Then..
- Replies: 6
- Views: 3772
Re: One day we will have a cyborg transporter and then..
Regarding the repair stations, what about if there was a repair turret that could also repair the droid it's attached to while not repairing other units? Like cannons it could add a lot of HP to the droid it's on making that droid able to withstand a lot of attacks.
- 21 May 2013, 01:16
- Forum: Development
- Topic: XANAX's mechs for 3.X+ [split]
- Replies: 30
- Views: 24293
Re: XANAX's mechs for 3.X+ [split]
It would be nice if we could get it so the mechs were something that could be researched later in the game - roughly around the time when ground shaker / archangels are becoming available. This way they could be given much stronger armour putting them on a par with tanks. It would also be interestin...
- 21 May 2013, 01:11
- Forum: Scripting
- Topic: Javascript API documentation
- Replies: 366
- Views: 178060
Re: Javascript API documentation
As long as there's a way to determine what version of the API you're working with (often by examination of specific functions, globals or constants) then in JS it's relatively straight forward to handle the changes in the API. Problems arise when something changes in such a way that it's very diffic...
- 21 May 2013, 00:53
- Forum: Other Talk
- Topic: The Doc's Bio Lab for Scav Experiments - & other oddities.
- Replies: 571
- Views: 270572
Re: The Doc's Bio Lab for Scav Experiments - & other odditie
Saw this and thought of the pre-collapse era: http://logica.ugent.be/philosophica/fulltexts/26-2.pdf Edit: Good essay. But Illich misses one very key destructive, and insidious, economic dynamic: corporate externalization of costs. Corporate externalisation of cost is a very important factor, but f...
- 20 May 2013, 18:28
- Forum: Campaign
- Topic: The *NEW* Warzone walkthrough (Done with RED units)
- Replies: 303
- Views: 558436
Re: The *NEW* Warzone walkthrough (Done with RED units)
The youtube limit increases after a while - the initial 15 min limit is just there to stop people making accounts to upload full hollywood movies. Once you've uploaded a few videos the limit subsides.
- 19 May 2013, 23:39
- Forum: Mapping / Modding tools & discussions
- Topic: I'm building a new Campaign, any pointers?
- Replies: 10
- Views: 5606
Re: I'm building a new Campaign, any pointers?
Take a look at Goth's Cam4: viewtopic.php?f=49&t=10665
- 19 May 2013, 17:17
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 400233
Re: Warzone 2100: Contingency (Beta now released)
Per and Berg got the old XanaxPrime mech mod working in 3.x series: viewtopic.php?f=30&t=10997#p121993
Would be cool to have them in Contingency as mid-late game cyborg option.
Would be cool to have them in Contingency as mid-late game cyborg option.
- 19 May 2013, 05:32
- Forum: Ideas and suggestions
- Topic: One Day We Will Have a Cyborg Transporter and Then..
- Replies: 6
- Views: 3772
Re: One day we will have a cyborg transporter and then..
I haven't played much C&C so not sure how they worked in that game. I was thinking something like an air-taxi for droids, automated to an extent. So you build some of these air taxi things and when droids are trying to get from A to B (particularly from factory to rally point, or retreating from...
- 19 May 2013, 05:28
- Forum: Technical Help / Troubleshooting
- Topic: Advanced HQ
- Replies: 4
- Views: 2802
Re: Advanced HQ
I was meaning more from an anti-rush perspective - having some MGs on the HQ would help against truck rushes in particular.