Black Project wrote:dmkp wrote:Some more here you missed :p
- Code: Select all
/* LABS */
Z-Lab01 "Cyborg Laboratory"
Z-Lab02 "Advanced Warfare Laboratory"
Z-Lab03 "Engineering Laboratory"
Z-Lab04 "Robotics Laboratory"
Z-Lab05 "Laser Optics Laboratory"
Z-Lab06 "Electronics Laboratory"
Z-Lab07 "Chemical Laboratory"
Z-Lab08 "*Advanced Materials Lab*"
Z-Lab09 "*VTOL Lab*"
Z-Lab10 "*Electro-Magnetics Lab*"
Z-Lab11 "*Nanotech Lab*"
Z-Lab12 "*High Energy Lab*"
/* LABS RESEARCH */
R-Lab-AdvWarfare "Advanced Warfare"
R-Lab-Chemical "Chemical Laboratory"
R-Lab-Cyborg "Cyborg Laboratory"
R-Lab-Electronics "Electronics Laboratory"
R-Lab-Engineering "Engineering Laboratory"
R-Lab-Robotics "Robotics Laboratory"
I gonna update the list.
About these stuff, well, i don't know to explain better about these, but their PIE files were included too.
I think they're special reseaches, that after you finish researching, you should build them, so they will gave you new technologies to research depending on each structures you gonna build.
They weren't implemented, i don't know the reason, if i try to explain this, maybe i'll be lying to the people.
If someone can explain this better, i'll be thankful for that.
It's model names:
bladvlab.pie => Advanced Warfare (Or Materials) Laboratory
blaerolb.pie => VTOL Laboratory
blgyrlab.pie => I don't know it's name
blindlab.pie => Engineering Laboratory
bllaslab.pie => Laser Optics Laboratory
blnanlab.pie => Nanotech Laboratory
blpowlab.pie => High Energy Laboratory
blrotlab.pie => I don't know it's name too
cumandgetit wrote:if wz had genuine factions each with tech specialties then it would a different story - & a different game.
Raven wrote:to me that is too much of a complex job to go through each faction and seperate each weapon,reserch ect
Black Project wrote:Cyborg Jump Pack: Cyborg that jumps, but only implemented in 1.11. If moving, only AA can shoot them. If you have dozens of HC Python Tracks and they spot about 10 Scourge Cyborgs moving, your tanks will be doomed to their deaths because they can't shoot them while the Jump Cyborgs are moving, only if they stop moving. Same apply to bases which have tons of defense but no AA stuff. Removed in 1.12 due to balance reasons.
Jump Cyborgs Available:
Jump Bunker Blaster
Jump Heavy Gunner
Jump Assault Gunner
Jump Needle Gunner
Jump Flashlight Gunner
UUolf wrote:I registered just to say GREAT GAME!!!! The graphics aren't the best, but the amount of technology, and the make your own units thing is an amazing concept!!!! The concept of this game, i believe, is going to put it (if it is further developed) at the top of the charts someday!!!!!