Shipyard (factory)

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lav_coyote25
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Re: Shipyard (factory)

Post by lav_coyote25 »

actually bigger maps than 250 by 250 would be welcome. the rest - perhaps make a mod for what you want.... xD
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Mysteryem
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Re: Shipyard (factory)

Post by Mysteryem »

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."
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DarkCheetah
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Re: Shipyard (factory)

Post by DarkCheetah »

Zi-Chan wrote:And Underground! =P

hehe , i guess that will be confusing , commanding surface and underground at the same time XD
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Slye_Fox
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Re: Shipyard (factory)

Post by Slye_Fox »

DarkCheetah wrote:hehe , i guess that will be confusing , commanding surface and underground at the same time XD
Metal Fatigue was able to do it, and they had a sky section too, giveing 3 levels of command to each map.
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DarkCheetah
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Re: Shipyard (factory)

Post by DarkCheetah »

isn't that... hard to control? X3
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Slye_Fox
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Re: Shipyard (factory)

Post by Slye_Fox »

Not really, it opens up new possabilities for tactics.
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Zarel
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Re: Shipyard (factory)

Post by Zarel »

Thyranim wrote:and real big maps

and than we have another supreme commander ^^
Oh, Warzone is definitely no Supreme Commander, and I thank the gods for that.

As for the shipyard, having the modules strewn about like that looks too... haphazard compared to the orderly modules of factories and VTOL factories.
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Moro_Nick
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Re: Shipyard (factory)

Post by Moro_Nick »

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.
- 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.
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.
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Mysteryem
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Re: Shipyard (factory)

Post by Mysteryem »

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.
Pie model
Pie model
My idea for usage(I only quickly made this)
My idea for usage(I only quickly made this)
"...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."
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Alpha93
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Re: Shipyard (factory)

Post by Alpha93 »

nicey...
Xfire-->chris37killer
elio
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Re: Shipyard (factory)

Post by elio »

looks nice :)
kdalts
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Re: Shipyard (factory)

Post by kdalts »

How do you use it? All these pies are making me hungry... just wish I knew where to put them
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Black Project
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Re: Shipyard (factory)

Post by Black Project »

Looks great, well done
elio
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Re: Shipyard (factory)

Post by elio »

kdalts wrote:How do you use it? All these pies are making me hungry... just wish I knew where to put them
place it in warzone.wz /structs/ look for a file calling blfact0.pie or something similar blfact1 and blfact2 should be module 1 and 2
kdalts
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Re: Shipyard (factory)

Post by kdalts »

warzone.wz is a file on the warzone root directory? How do I place a file inside a file?
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