not weirdSaberuneko wrote:Awesome!
One thing, it crashes when closing for me. Not a real problem, but a little weird anyway...
it does this for me also.
when will beta 10 be out?
not weirdSaberuneko wrote:Awesome!
One thing, it crashes when closing for me. Not a real problem, but a little weird anyway...
Flammer is replaced by Inferno and HMG is replaced by Assault Gun.DylanDog wrote:When starting a game with T3 level both HMG and flamer turrets are not available, is this intentional?
yep, was stupid question....KenAlcock wrote:Flammer is replaced by Inferno and HMG is replaced by Assault Gun.DylanDog wrote:When starting a game with T3 level both HMG and flamer turrets are not available, is this intentional?
It is a bug that has been around since 1.x original series, just use the let me win cheat if nothing happens.cycler wrote:Not sure if this is a bug or not, but when i finish the campaign with beta9 nothing happens. I'm pretty sure there are no enemy units hanging around...
Anyone know?
Paul
Hah! I know what's causing this... I'll try to fix it before the next beta.kringled wrote:In playing the single player campaign with 2.3 beta 9, I get inconsistent evaluation of commander/sensor experience. Sometimes they are rated as they should be (according to the charts on guide.wz2100.net), sometimes they are rated while in game as one level higher. (I.e. a commander with 1400 kills is rated as a hero, shows the star on screen, and allows attachment of 22 direct fire units). Evaluation seems to always be correct when the level is complete on that summary screen.
I'm honestly not sure if this has been reported before or not.
Keith
The first problem seems to happen everytime - If you give an ally who has lost their base trucks and power, they will always try to build back where it was, even if that place is now covered in hardpoints with all derricks capped by an enemy.PkK wrote:It got killed again, I cleared an enemy base at a safer location, and gave my ally some trucks for a revivial there. Instead of building in that location, it just drove those trucks into it's old, now held by the enemy base.
- The other human player reported that one of the AI players he attacked became passive: The AI had launched a cyborg attack, then he counterattacked. When he started sieging the AI base, the AI still had over 8 oil derricks and some factories, but it did not build any units.
...I don't know, Tank Killer is now identical to Lancer in everything except the standard price/range/damage stuff.Vibonacci wrote:Tank killer not obeying to fire at will properly bug (ie not shooting) is still there Lancer works good though. UPDATE: the problem seems to have fixed itself in general; rarely occurs anymore (im playing early gamma missions so im using Tank killer's all the time)
Known; fixed.Vibonacci wrote:The program doesn't shut down properly... windows always thinks it crashed when I closed it normally. This has properly been reported already
"Build menu will reopen" toggles the option of whether or not the build menu reopens after you place a structure. It doesn't open the build menu directly.Vibonacci wrote:Last thing: I have assigned open build menu to 'b' button. When I press it in game the command console confirms the key pressing: "Build menu will reopen". However it doesn't actually do it :/