Search found 85 matches

by Deathguise
19 Aug 2007, 22:30
Forum: Development
Topic: Weapon Analysis
Replies: 6
Views: 3426

Re: Weapon Analysis

Are the accuracy values meant to be percentages? They seem to be in the range up to 100, so I assume so. Yes, i believe they are. How do Vtols work, wrt. reloading? Is the reload time only a function of the rearming pads? Some of the VTOL weapons have reload times specified, some don't, so it can't...
by Deathguise
19 Aug 2007, 22:22
Forum: Development
Topic: whole reballance suggestion
Replies: 76
Views: 30437

Re: whole reballance suggestion

Also worth mentioning:wz's weapon damage bonus vs certain propulsion is very imbalanced too,maybe we just need more types so the counter system will actually work. Totally agree on this one, there's just not enough warhead types to do the scope of different weapons justice. while making rapid-firin...
by Deathguise
19 Aug 2007, 15:47
Forum: Development
Topic: whole reballance suggestion
Replies: 76
Views: 30437

Re: whole reballance suggestion

Ah.  My bad. Dont worry about it. 4. Larger napalm fields. I remember trying to balance this on the original warzone, only to find out that any incendiary effect with a radius over 2 squares is much less likely to cause damage. On a side note is the body point cap of 8400 on the design screen also ...
by Deathguise
17 Aug 2007, 20:04
Forum: Development
Topic: whole reballance suggestion
Replies: 76
Views: 30437

Re: whole reballance suggestion

themousemaster wrote:Then why have I had MBT's survive a plasma hit before?
The stock plasma cannon has an upgraded attack power of 1900, so an MBT could survive a hit, however bormoth is suggesting that as part of a total rebalance the plasma cannon attack power should be raised to 9999.
by Deathguise
14 Aug 2007, 21:05
Forum: Coding
Topic: wz stats tool(Windows exe only)
Replies: 12
Views: 17014

Re: wz stats tool(Windows exe only)

This is quite a nice little tool, definetly faster than editing the files by hand, thanks this will make converting my old balance/fix mod less of a headache.
by Deathguise
14 Aug 2007, 20:45
Forum: Addon discussions
Topic: New HQ and other pies...
Replies: 177
Views: 61354

Re: New HQ

That's alright, hitting the mid twenties myself and as my parents constantly remind me its all down hill after 25 :)
by Deathguise
14 Aug 2007, 10:30
Forum: Addon discussions
Topic: New HQ and other pies...
Replies: 177
Views: 61354

Re: New HQ

Wow those are awesome, were they done in pieslicer- if they were i bet they took quite a bit time, it took me what seemed like forever just to tidy up all the models(remove all the duplicate points, remap polygons that had texture stretching etc) i cant imagine how long it would take to get all the ...
by Deathguise
14 Aug 2007, 09:07
Forum: Addon discussions
Topic: Quick Match v1.0 for wz 1.10
Replies: 11
Views: 7891

Re: Quick Match v1.0 for wz 1.10

WZCK can include a simple script to auto enable components and structs, in the 2 mystery files is there any mention of auto enable, or something to that effect? if not ill have quick check later on.
by Deathguise
14 Aug 2007, 00:51
Forum: Addon discussions
Topic: New HQ and other pies...
Replies: 177
Views: 61354

Re: New HQ

Looks good!

Nice use of geometry to represent detail, something the original models are lacking.
And it stays quite true to the original CC as well which is a bonus.
by Deathguise
13 Aug 2007, 23:47
Forum: Addon discussions
Topic: Quick Match v1.0 for wz 1.10
Replies: 11
Views: 7891

Re: Quick Match v1.0 for wz 1.10

Have you tried opening them in a text editor?, a lot of the slo and vlo files have a header like multilim.slo or multilim.vlo if you can find that out then tracking down where the files belong and renaming them should do the trick.
by Deathguise
12 Aug 2007, 21:34
Forum: Development
Topic: How to increase the research time
Replies: 15
Views: 7433

Re: How to increase the research time

No problem, ill playtest your mod once ive got some spare time(revising for a test at the moment :().
by Deathguise
11 Aug 2007, 10:01
Forum: Development
Topic: How to increase the research time
Replies: 15
Views: 7433

Re: How to increase the research time

If you want to increase research time further you could modify the values in functions.txt specifically: Research,Research Facility,14 Research,Research Module,12 In the above the 14 and 12 represent the basic research rate for the research facility and research module respectively. Research Upgrade...
by Deathguise
07 Aug 2007, 16:23
Forum: Development
Topic: whole reballance suggestion
Replies: 76
Views: 30437

Re: whole reballance suggestion

Ahh that explain's why i assumed that the firepower rating affected it, the EMP cannon has a reload speed of 5 seconds so a unit can only escape from emp stasis if the EMP cannot consistently misses. Anyway i guess this topic has took a bit of an EMP and been knocked slightly of course primarily by ...
by Deathguise
07 Aug 2007, 14:24
Forum: Development
Topic: whole reballance suggestion
Replies: 76
Views: 30437

Re: whole reballance suggestion

Originally i thought the firepower rating & blast radius damage for EMP weapons affected the EMP effect duration, but ive done a little testing and that does not appear to be the case(hardcoded i suspect).
by Deathguise
07 Aug 2007, 12:45
Forum: Development
Topic: whole reballance suggestion
Replies: 76
Views: 30437

Re: whole reballance suggestion

I was trying to do this, but looks like EMP weapons currently don't support this. Some changes to the source are needed.quote Weird i just modified the EMP cannon to have a blast radius of 150 squares, 95% chance to hit & damage 150, it disabled all the units on the rush map including mine but ...