Shipyard (factory)
- lav_coyote25
- Professional
- Posts: 3434
- Joined: 08 Aug 2006, 23:18
Re: Shipyard (factory)
actually bigger maps than 250 by 250 would be welcome. the rest - perhaps make a mod for what you want.... xD
Re: Shipyard (factory)
Unfortunately I'm busy at the moment and the structure has been put on hold.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
- DarkCheetah
- Trained
- Posts: 335
- Joined: 30 Apr 2008, 19:44
Re: Shipyard (factory)
Zi-Chan wrote:And Underground! =P
hehe , i guess that will be confusing , commanding surface and underground at the same time
Re: Shipyard (factory)
Metal Fatigue was able to do it, and they had a sky section too, giveing 3 levels of command to each map.DarkCheetah wrote:hehe , i guess that will be confusing , commanding surface and underground at the same time
- DarkCheetah
- Trained
- Posts: 335
- Joined: 30 Apr 2008, 19:44
Re: Shipyard (factory)
isn't that... hard to control? X3
Re: Shipyard (factory)
Not really, it opens up new possabilities for tactics.
Re: Shipyard (factory)
Oh, Warzone is definitely no Supreme Commander, and I thank the gods for that.Thyranim wrote:and real big maps
and than we have another supreme commander ^^
As for the shipyard, having the modules strewn about like that looks too... haphazard compared to the orderly modules of factories and VTOL factories.
Re: Shipyard (factory)
- Have to agree with Zarel. To run SCFA optimally, in my experience, you need a Duo Core Quad with a SLI Mobo using a couple high end cards.Zarel wrote:
- Quote "Thyranim": and real big maps and then we have another supreme commander ^^
Oh, Warzone is definitely no Supreme Commander, and I thank the gods for that.
Much of that has to do with the simulation physics implemented to get away from conventional RPS balancing.
- 500 x 500 WZ sea maps would suit the new naval units. Though PF issues will rear their ugly head so probably best focus on PF before making maps that
size a reality.
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_ Cliques are group masturbation.
_ Art is in the eye of the beholder, even the color blind.
_ The jaded are merely feckless.
_ Audacity rewards. Contrary to scripture, the meek shall only inherit indelible memories of failed nerve.
..
_ Cliques are group masturbation.
_ Art is in the eye of the beholder, even the color blind.
_ The jaded are merely feckless.
_ Audacity rewards. Contrary to scripture, the meek shall only inherit indelible memories of failed nerve.
..
Re: Shipyard (factory)
Update:
1) Yes, I know there are see through patches in the base at the moment. The base is not finalised.
2) Sorry, no cranes yet.
1) Yes, I know there are see through patches in the base at the moment. The base is not finalised.
2) Sorry, no cranes yet.
"...If pure awesomeness were bricks, this would be the Great Wall of China...
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
The glory of this has collapsed on its self so far, that even the neutrons have collapsed."
Re: Shipyard (factory)
How do you use it? All these pies are making me hungry... just wish I knew where to put them
- Black Project
- Regular
- Posts: 745
- Joined: 04 Apr 2008, 20:53
Re: Shipyard (factory)
Looks great, well done
Re: Shipyard (factory)
place it in warzone.wz /structs/ look for a file calling blfact0.pie or something similar blfact1 and blfact2 should be module 1 and 2kdalts wrote:How do you use it? All these pies are making me hungry... just wish I knew where to put them
Re: Shipyard (factory)
warzone.wz is a file on the warzone root directory? How do I place a file inside a file?