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?Command Turret II, III, IV given more damage, longer range
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- 21 Jan 2010, 16:38
- Forum: News and announcements
- Topic: 2.3 Beta 8 released!
- Replies: 36
- Views: 28027
Re: 2.3 Beta 8 released!
- 19 Jan 2010, 11:14
- Forum: Addon discussions
- Topic: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
- Replies: 245
- Views: 106298
Re: DyDo skirmish AI: ver 1.2.7 (13 Jan 2010)
Terminator wrote:And also there was a bug that make menu to disappear.
i.e. I've already posted this, though I think I've been misunderstood.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)
- 12 Jan 2010, 10:03
- Forum: Addon discussions
- Topic: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
- Replies: 245
- Views: 106298
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)
- 12 Jan 2010, 07:03
- Forum: Ideas and suggestions
- Topic: 10 Research strategy tips for beginners!
- Replies: 1
- Views: 6069
Re: 10 Research strategy tips for beginners!
Two times actuallyUpgrading 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.
- 12 Jan 2010, 06:55
- Forum: News and announcements
- Topic: 2.3 Beta 7 released!
- Replies: 49
- Views: 31855
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)
(I mean this hexagonal menu dock with 7 buttons ... or how do you call it?)
(oh well ... created a ticket for this)
- 12 Jan 2010, 06:20
- Forum: News and announcements
- Topic: 2.3 Beta 7 released!
- Replies: 49
- Views: 31855
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 xD
2. o_O, just noticed a game in the lobby: 2.3 beta 9 with 16 players xD
- 28 Dec 2009, 17:45
- Forum: Mapping / Modding tools & discussions
- Topic: Disabling technologies in skirmish/MP.
- Replies: 12
- Views: 6101
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...
- 28 Dec 2009, 15:18
- Forum: Mapping / Modding tools & discussions
- Topic: Disabling technologies in skirmish/MP.
- Replies: 12
- Views: 6101
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:
Thanks a lot 13KukYNexus666!
But still we have the mod #1 to do :rolleyes:
- 28 Dec 2009, 14:38
- Forum: Mapping / Modding tools & discussions
- Topic: Disabling technologies in skirmish/MP.
- Replies: 12
- Views: 6101
Re: Disabling technologies in skirmish/MP.
Works only when you explicitly apply the limits (i.e. click ok on the structure limit screen)
:-S
:-S
- 28 Dec 2009, 14:18
- Forum: Mapping / Modding tools & discussions
- Topic: Disabling technologies in skirmish/MP.
- Replies: 12
- Views: 6101
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.
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.
- 28 Dec 2009, 05:56
- Forum: Mapping / Modding tools & discussions
- Topic: Disabling technologies in skirmish/MP.
- Replies: 12
- Views: 6101
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?
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?
- 27 Dec 2009, 06:31
- Forum: Mapping / Modding tools & discussions
- Topic: Disabling technologies in skirmish/MP.
- Replies: 12
- Views: 6101
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...
- 24 Dec 2009, 11:55
- Forum: Mapping / Modding tools & discussions
- Topic: Disabling technologies in skirmish/MP.
- Replies: 12
- Views: 6101
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...