Search found 103 matches
- 16 Oct 2009, 13:30
- Forum: Other Talk
- Topic: Real war with LOKMO
- Replies: 27
- Views: 9994
Re: Real war with LOKMO
O_o :3 I don't get it. How is this - Showcase Did you create a mod, map, ...? Present them here and earn feedback! .... and not just a Screen for the Lounge bb ? :-S Seems to be no more than a boast about the way a team played vs the skirmish ai. Or am I misreading ? Define "Swarming" Like...
- 17 Feb 2009, 19:01
- Forum: Other Talk
- Topic: A brilliant idea!
- Replies: 15
- Views: 5097
Re: A brilliant idea!
Unity is a fan fiction combining the commercial franchises of Star Wars and Star Trek. "Award Winning" is the claim but I could find no references to what award or who awarded what. But that's beside the point. The real point is 2 fold. First this: All reference and images relating to Star...
- 10 Feb 2009, 18:49
- Forum: Addon discussions
- Topic: Warzone Mods for only Campaign Mode???
- Replies: 5
- Views: 3054
Re: Warzone Mods for only Campaign Mode???
I was just observing the types of mods which i searched in the forum, and most commom type of mods are global (Campaign and Multiplay) and multiplay mods (only multiplay), but i never saw a mod to be used only in campaign, does it makes sense to made mods for only campaign mode? Regards BP that's a...
- 09 Feb 2009, 21:19
- Forum: Mapping / Modding tools & discussions
- Topic: New features?
- Replies: 61
- Views: 25125
Re: New features?
ic. erm....well same diff. you can make tunnels with tertiles and scripting too. at least 2 ways to do it. course both ways totally frack any ski ai so it has to be human players in mp baby sitting their units. previously that green was green in EW and transparent in-game in so far as tertiles. that...
- 09 Feb 2009, 20:56
- Forum: Mapping / Modding tools & discussions
- Topic: New features?
- Replies: 61
- Views: 25125
Re: New features?
in my previous post the attachments showed the working transparency color (bright green) from the 256 .pcx pallet both 16 bit EW and v.1.10 WZ used. made for some interesting mods and maps. now that both use .pngs i'm not sure what would work.never tried it. btw, there is another way to make tunnels...
- 08 Feb 2009, 06:20
- Forum: Other Talk
- Topic: The Future of RTS...& the 7 Deadly Sins
- Replies: 151
- Views: 78381
Re: The Future of RTS...& the 7 Deadly Sins
even speed reading this took some time, whippersnapper. worth it imho, if your interested in what makes for a good gaming experience and what doesn't. what's funny about the whole thing is that the experience can be summed up in one word, fun, but to understand how to make it possible in a game is, ...
- 08 Feb 2009, 01:58
- Forum: 2.1.x
- Topic: AIvolution
- Replies: 42
- Views: 73268
Re: AIvolution
..., is there a special way to make them even strongen in Strategy's instead cheating power? yes there is. it's a matter of re-working aivolution or porting the most recent becomeprey or water ais (both will make you cry before you can own em unless you take 1 or 2 ais as allies against the other e...
- 08 Feb 2009, 01:44
- Forum: Ideas and suggestions
- Topic: warzone 2100 publicity
- Replies: 312
- Views: 379031
Re: warzone 2100 publicity
........ Others too things are going slow around here lately why is that ? wz2100 is known throughout the foss game portals & rts community for years now... you have developers doing and releasing quality work. you have moders, mappers, and musicians doing like wise with prolific releases made ...
- 07 Feb 2009, 02:14
- Forum: Technical Help / Troubleshooting
- Topic: Curiosity, (Coding c, C++)
- Replies: 11
- Views: 4588
Re: Curiosity, (Coding c, C++)
you may find what follows of some use in your studies. started with c and found kernighan and ritchie's "the ansi c programming language" 2nd edition enjoyable (to my surprise) as much as edifying. moved on to c++ (& script code based on) where i am currently entrenched. the work i fou...
- 06 Feb 2009, 22:04
- Forum: Addon discussions
- Topic: New Map 4c-megamaze (work in progress)
- Replies: 8
- Views: 4556
Re: New Map 4c-megamaze (work in progress)
I can have a look at the AI problem, if you post the map. posting the .lnd would be best as everything about wz map performance is a "gestalt". that is, your dealing with inextricable, interlocking, factors like PF, unit ai, topography, placements (especially resources & features) as ...
- 06 Feb 2009, 11:13
- Forum: Addon discussions
- Topic: New Map 4c-megamaze (work in progress)
- Replies: 8
- Views: 4556
Re: New Map 4c-megamaze (work in progress)
I should've probably started a new paragraph, the ai failing and the oil dericks don't have anything to do with one another. badai.png under certain topographical conditions oil resource placements will cause a.i. trucks to get stuck. trucks are prone to range to oil resources as the crow flies rat...
- 06 Feb 2009, 05:56
- Forum: Mapping / Modding tools & discussions
- Topic: New features?
- Replies: 61
- Views: 25125
Re: New features?
Update: The sand dunes and pillar don't look quite as good because the pcx files used by editworld need to be in 256 colours. took the attached caps from the screen shot thread in the lounge bb. first is an in game close up and the second is the 256 .pcx EW asset it was derived from. i see no degra...
- 06 Feb 2009, 04:27
- Forum: Addon discussions
- Topic: New Map 4c-megamaze (work in progress)
- Replies: 8
- Views: 4556
Re: New Map 4c-megamaze (work in progress)
I'm currently working on a maze maze, which has a big reward in the middle (lots of oil dericks) unfortunately the ai absolutely fail at doing anything in this map. I think that I need to reduce the amount of oil dericks in the center. What do you think?] amount of oil in the center has nothing to ...