ok: rar is the savegame, dump is of the eventual crash
(i played on for a bit) screen2 is a picture of the problem,
and 3 is the (sort of) settings i had when i was playing
the game... (it crashed, so it may not be 100% in the
same place but you get the idea)
edit: removed wrong picture
Search found 10 matches
- 30 Mar 2008, 15:47
- Forum: 2.1.x
- Topic: Skirmish Reserch Chrash
- Replies: 8
- Views: 2639
- 27 Mar 2008, 10:12
- Forum: 2.1.x
- Topic: Skirmish Reserch Chrash
- Replies: 8
- Views: 2639
Re: Skirmish Reserch Chrash
i have had this bug too; no mods, no cheats... on multiple maps (4v4) and definately on zigguart (2v6) i can however say this: i have ONLY had this happen when moving the sliders on the ai players away from the middle... eg played 10-20 skirmishes with all the default settings without having this bu...
- 27 Mar 2008, 10:02
- Forum: 2.1.x
- Topic: Beta 2.1 - Multiplayer Bugs
- Replies: 21
- Views: 6688
Re: Beta 2.1 - Multiplayer Bugs
i had a feeling that the declaration of defeat (for the ai at least) was when they had no builders and no factories. (maybe they surrender?). i noticed this happening a lot on zigguart. (n.b. starting with no bases)my ally ai would build a powerplant then would send off the starting trucks to the en...
- 11 Jan 2007, 16:14
- Forum: Development
- Topic: Multiple hardpoints for heavy body?
- Replies: 97
- Views: 35416
Re: Multiple hardpoints for heavy body?
Of course the original idea looks great too. I would love to try Command turrets with spread spectrum turrets.(assign direct fire to command link, assign mobile indirect to sensor.(that way indirect weapons don't count against the command limit.) from the latest version i tried (2.05rc1) i'm pretty...
- 07 Dec 2006, 10:56
- Forum: Development
- Topic: Multiple hardpoints for heavy body?
- Replies: 97
- Views: 35416
Re: Multiple hardpoints for heavy body?
this seemed a better place to post rather than the, new propulsion component thingy thread ... watermelon : you said something along the lines of i want 6 turrets, but there is not enough gui to do so. why not use the two 'spaces' to have a "next turret" and "previous turret" or something, and cycle...
- 04 Dec 2006, 19:29
- Forum: Other Talk
- Topic: Vote for the most useless T1 weapon
- Replies: 55
- Views: 12398
Re: Vote for the most useless T1 weapon
light cannon, yeah 'nuf said
- 30 Nov 2006, 06:54
- Forum: Bug reporting
- Topic: saves/loads killing experience
- Replies: 6
- Views: 4030
Re: saves/loads killing experience
you'll probably need to change production run and production save struct to store another int value to store the exp level/number of kills of the current unit in production. thats sorta what i was going to say, so your saying change the save routine to record them, you make it sound so easy! :P the...
- 29 Nov 2006, 09:10
- Forum: Bug reporting
- Topic: saves/loads killing experience
- Replies: 6
- Views: 4030
Re: saves/loads killing experience
lol sorry i didn't know, i'm new here...
well i suppose u can kill this thread,
if its a known thing.
sorry for bringing it up again.
ps good work guys, looks sweet etc
well i suppose u can kill this thread,
if its a known thing.
sorry for bringing it up again.
ps good work guys, looks sweet etc
- 29 Nov 2006, 08:44
- Forum: Bug reporting
- Topic: saves/loads killing experience
- Replies: 6
- Views: 4030
saves/loads killing experience
*not sure if this is the sort of thing you guys are looking for* *apologies in advance* Warzone2100 Version 2.0.5_rc1 Operating System xp:sp2 (NOT xp64!) Hardware Information amd64X2,nvidia 7600gt, not really related Warzone2100 Configuration basically recently installed, only changed rez. Bug Descr...
- 29 Nov 2006, 07:54
- Forum: Website feedback
- Topic: Activation problem
- Replies: 17
- Views: 7684
Re: Activation problem
cool, thanks dudes.
its all working.
its all working.