Search found 1046 matches
- 12 Apr 2013, 02:25
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 399427
Re: Warzone 2100: Contingency (Beta now released)
What if said units had low HP? Wouldn't that favor high damage-per-shot weapons?
- 11 Apr 2013, 10:53
- Forum: Ideas and suggestions
- Topic: download addons in game
- Replies: 25
- Views: 11909
Re: download addons in game
it would be cool if we could download the maps on addons in the game instead of downloading them and installing them ourselves You should never assume that every mod available for any particular game would be available on official mod sites for that game, so what you're proposing wouldn't be able t...
- 11 Apr 2013, 08:39
- Forum: Addon discussions
- Topic: Warzone 2100: Contingency (Beta now released)
- Replies: 598
- Views: 399427
Re: Warzone 2100: Contingency (Beta now released)
I've been on hiatus for the past month or 2, but I have a new balance change in the works: - Many Gauss Mortar and Gauss Howitzer structures will be downgraded from Plasteel status to Plascrete status. While this does mean that they'd be easier to destroy, they'd take less time and power not only to...
- 08 Apr 2013, 06:11
- Forum: Addon discussions
- Topic: NullBotSW: A heavily modified NullBot AI for Contingency
- Replies: 33
- Views: 19942
Re: NullBotSW: A heavily modified NullBot AI for Contingency
@aubergine: NullBotSW's code doesn't prioritize building things often. As far as I know, it only uses prioritizing code for maintaining a minimum amount of artillery structures. @AlphaThor01: If you're using the version of Contingency that has NullBot and Ultimate Scavenger Mod built in, then you co...
- 07 Apr 2013, 01:42
- Forum: Addon discussions
- Topic: NullBotSW: A heavily modified NullBot AI for Contingency
- Replies: 33
- Views: 19942
Re: NullBotSW: A heavily modified NullBot AI for Contingency
@aubergine: Sometimes, NullBotSW is given a new build order that's given a higher priority, such as building enough artillery structures to satisfy its minimum artillery needs. In such cases, if it can't find any free oilerGroup trucks that aren't currently busy with anything, then it'll order one o...
- 01 Apr 2013, 07:00
- Forum: Mapping / Modding tools & discussions
- Topic: VTOL-only maps
- Replies: 4
- Views: 3230
Re: VTOL-only maps
I'd personally want to make a map that's like Corvana Chasm from Supreme Commander 2, where both bases are only accessible by air, and where many "islands" dot the map, with resources to claim. Although air power is important in that map, it's quite possible to win through artillery, or ev...
- 31 Mar 2013, 23:29
- Forum: Other Talk
- Topic: Anti Cheat?
- Replies: 14
- Views: 5812
Re: Anti Cheat?
Shouldn't games desync if someone tries to cheat?
- 31 Mar 2013, 23:25
- Forum: Ideas and suggestions
- Topic: More Expensive but better
- Replies: 20
- Views: 8492
Re: More Expensive but better
Still, I doubt that the devs would consider rebalancing Warzone 2100's base game to provide NTW fans a more balanced experience at the expense of its core audience. With that in mind, I'd suggest creating a mod that would rebalance Warzone 2100 for a more NTW-oriented audience. (You could possibly e...
Re: Upgrades
This thread sure got hot soon after it was started, so forgive me if my suggestions seem outdated: I am working on changing the way upgrades work. What I currently have is javascript code to set upgrades directly, instead of having them referred to from research.ini and detailed in functions.txt. I ...
- 25 Mar 2013, 22:27
- Forum: Skirmish / Multiplay
- Topic: Starting power level amount
- Replies: 74
- Views: 39374
Re: Starting power level amount
@BunkerBlaster: it's the map maker's decision as to whether or not the map would provide 40 oil per player. Thus, the map maker should be at fault instead of the developers. So far, the devs seem to be refraining from including any NTW-styled maps, or maps with extreme amounts of oil per player. Als...
- 25 Mar 2013, 08:18
- Forum: Balance
- Topic: Accuracy straw poll
- Replies: 115
- Views: 63766
Re: Accuracy straw poll
Incorrect. At close range, a mortar will have to shoot a high angle, making it actually quite inaccurate. But of course, at the end of its range, it will be inaccurate, too. When you're aiming straight up, it'll take a long time for a mortar shell to fall back down, but in the end, it'll still be m...
- 24 Mar 2013, 21:47
- Forum: Balance
- Topic: Accuracy straw poll
- Replies: 115
- Views: 63766
Re: Accuracy straw poll
I think it's logical that the further away a unit/def from a target the less accurate it should be. Quite true if the projectile lacked any ability to home onto its target, though if the projectile can do so, then there would exist a point where, after reaching a certain distance, the chance to hit...
- 24 Mar 2013, 17:30
- Forum: Other Talk
- Topic: stop private forums!
- Replies: 22
- Views: 7839
Re: stop private forums!
From my experiences online, I believe that those that are against change tend to be more vocal about it than those that are either in favor of change (at least initially), or are ambivalent to it. Only when there's a lot of vocal opposition towards change would those that are in favor of change star...
- 24 Mar 2013, 16:29
- Forum: Mapping / Modding tools & discussions
- Topic: Editing Structure Limits
- Replies: 11
- Views: 6541
Re: Editing Structure Limits
Not only would you have to edit rules.js, you'll also have to edit multilim.slo and multilim.vlo. They control which structure limits can be adjusted prior to starting a skirmish or multiplayer match.
- 24 Mar 2013, 16:09
- Forum: Balance
- Topic: Accuracy straw poll
- Replies: 115
- Views: 63766
Re: Accuracy straw poll
Let's break the accuracy parameter into two parts: Average deviation from target at short and long range (we may want to have weapons where this is linear with range and artillery weapons where it probably isn't!) Chance to do damage on impact. The latter is probably what most people interpret &quo...