Search found 28 matches
- 24 Jul 2020, 10:33
- Forum: Campaign
- Topic: The *NEW* Warzone walkthrough (Done with RED units)
- Replies: 303
- Views: 557404
Re: The *NEW* Warzone walkthrough (Done with RED units)
@berserk cyborg: Thank you, I was stuck at this stage, although passed it a long time ago in normal mode. Sounds ludicrous to ask having a factory or truck still on the map as everything is going to be annihilated in a giant ball of fire at the end ?
- 07 Jun 2020, 10:53
- Forum: Addon discussions
- Topic: maps by NoQ
- Replies: 488
- Views: 461866
Re: maps by NoQ
@jimmyjack: I moved all my mods (including ArtRevolution) outside of the .local/share/warzone2100-3.3.0 folder but still no joy with Mirage. As for TheParadigm, the graphics are now correct but I only have 4 cannon cyborgs, no construction truck, and an army of heavy enemy cannons won't let me out.....
- 02 Jun 2020, 21:17
- Forum: Addon discussions
- Topic: maps by NoQ
- Replies: 488
- Views: 461866
Re: maps by NoQ
6c-Mirage-1-02.wz
4c-TheParadigm.wz
Can be found from page1 of this thread then clicking on the relevant map
4c-TheParadigm.wz
Can be found from page1 of this thread then clicking on the relevant map
- 01 Jun 2020, 21:56
- Forum: Addon discussions
- Topic: maps by NoQ
- Replies: 488
- Views: 461866
Re: maps by NoQ
Sorry, you're right ! I'm using warzone 3.3.0, self-built on linux mint. I have installed Mirage map in "maps" The mods installed (inside autoload) are: ATD_wz2100_music.wz bonecrusher_v2.6.wz Cobra.wz Spectators_3.3.0_28.05.20.wz volcanic-1-01.wz In mods/global, I have: ARmod_beta1.wz wzm...
- 28 May 2020, 22:22
- Forum: Addon discussions
- Topic: maps by NoQ
- Replies: 488
- Views: 461866
Re: maps by NoQ
I installed quite a few of the maps, namely mirage, the paradigm, and the textures are not showing up which is painful to play with. What can I do ?
- 25 May 2020, 10:39
- Forum: Artwork
- Topic: Models by MaNGusT (AR)
- Replies: 870
- Views: 6344924
Re: Models by MaNGusT (AR)
Superb work ! Eager to see those graphics included in the main game, possibly with an option to drop back to low-res like pastdue suggests
- 21 May 2020, 09:45
- Forum: Ideas and suggestions
- Topic: new map terrain type(s)
- Replies: 6
- Views: 5145
Re: new map terrain type(s)
Your idea seems interesting, and if you can program the new terrain behaviour, that's great.
- 10 May 2020, 07:56
- Forum: Website feedback
- Topic: Addons Login
- Replies: 7
- Views: 12664
Re: Addons Login
@prot: Yes, this one
@Berg: When I visit the WZ forums, I get automatically connected but when I go to the addons section, I'm considered not logged in. When I type the login/pass from the forum, I'm denied the access, so I guess there's something wrong.
@Berg: When I visit the WZ forums, I get automatically connected but when I go to the addons section, I'm considered not logged in. When I type the login/pass from the forum, I'm denied the access, so I guess there's something wrong.
- 07 May 2020, 23:07
- Forum: Website feedback
- Topic: Addons Login
- Replies: 7
- Views: 12664
Re: Addons Login
I have the same problem as Yogiman.
Had a blast with Anchor map by NoQ and couldn't rate it on the addons page. Too bad
Had a blast with Anchor map by NoQ and couldn't rate it on the addons page. Too bad
- 07 May 2020, 17:32
- Forum: Addon discussions
- Topic: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
- Replies: 51
- Views: 55635
Re: [AI] "BoneCrusher! 2" bot player for 3.1.5 and 3.2+
I just tried this AI. It is spectacular ! Against 7 Insane Nullbots, itself being set to insane, it managed to win. And with 1 Hard Bonecrusher against 7 Insane Nullbots, it finished 3rd ! Impressive work, Prot, to say the least. I should have tried your mod much earlier, I thought it was not compat...
- 03 May 2020, 15:00
- Forum: Addon discussions
- Topic: Yet Another Spectator Mod (now for 3.1+ too!)
- Replies: 24
- Views: 20725
Re: Yet Another Spectator Mod (now for 3.1+ too!)
I used your (and NoQ) Spectator mod to watch an epic battle in T3 with only AIs. It worked well on Anomalies and Colosseum maps. However, I noticed the music kept changing every few seconds (very nerve wrecking). The bug triggered right away on Anomalies and after several minutes on Colosseum. I'm o...
- 02 May 2020, 16:17
- Forum: Skirmish / Multiplay
- Topic: How Do You Build Tanks
- Replies: 2
- Views: 4950
Re: How Do You Build Tanks
Let me guess... You designed a Medium-body like Cobra and forgot to upgrade your factories with Production modules ?
You should really play the Campaign in full, maybe several times, to get a good grip of the game basics
You should really play the Campaign in full, maybe several times, to get a good grip of the game basics
- 01 May 2020, 16:10
- Forum: Development
- Topic: Translation: Announcements / coordination
- Replies: 154
- Views: 240547
Re: Translation: Announcements / coordination
Hi, Here is (attached) the updated PO file for the french translation. The output of ./generate-statistics-text.sh | sort -n -k 2 -r gave: fr.po: 98.3765% done - 2848 messages traduits, 45 traductions approximatives, 2 messages non traduits. The two untranslated strings are empty, so cannot be trans...
- 29 Apr 2020, 22:50
- Forum: News and announcements
- Topic: 3.3.0 (beta) Campaign issues
- Replies: 24
- Views: 42666
Re: 3.3.0 (beta) Campaign issues
@berserkcyborg: You're right, there were 2 radar vehicules just out of vision. When killed, I won. And the last mission is not so hard, when I built 4 repair centers around 2 seraph tracked Python vehicules, it all went a bit smoother. I didn't remember the RR worked this way several years ago, thou...
- 26 Apr 2020, 21:10
- Forum: Campaign
- Topic: Missile Silo Got Destroyed on Gamma 8
- Replies: 15
- Views: 16643
Re: Missile Silo Got Destroyed on Gamma 8
@alfred: Very smart idea ! I'll make use of your idea of protecting RR tanks with repair facilities. Thanks for that