Search found 499 matches
- 22 Jan 2012, 08:11
- Forum: Ideas and suggestions
- Topic: Warzone 2100 ipod/iphone/ipad app
- Replies: 16
- Views: 11397
Re: Warzone 2100 ipod/iphone/ipad app
Probably the best way to get around a lot of the limitations would be to develop an app (non-GPL but that's irrelevant) that meets the terms of Apple's licenses that functions as a downloader that contacts project servers and downloads and installs the game. But I understand that there's some kind o...
- 20 Jan 2012, 05:35
- Forum: Website feedback
- Topic: Warzone long term vision
- Replies: 10
- Views: 8561
Re: Warzone long term vision
* Discussions about porting to iPad are taking place discussions may be taking place, but i caution you about holding your breath in light of Apple's negative impact on gpl stuff. ie: they would rather see something die if they don't get their pound of flesh. if it aint produced by apple, then it a...
- 14 Jan 2012, 17:53
- Forum: Scripting
- Topic: Fair play vs. cheating AIs
- Replies: 9
- Views: 5306
Re: Fair play vs. cheating AIs
I agree.cumandgetit wrote:depoyed intel gathering UAVs / MUAVs ... it's supposed to be 22nd century warfare in a resource scarce world afterall, no ?
I know some long-time members have spoken quite a bit to UAVs as a GPM. Would be interesting.
- 14 Jan 2012, 17:51
- Forum: Ideas and suggestions
- Topic: using web application framework?
- Replies: 9
- Views: 4399
Re: using web application framework?
Sites like C&C and SC2's websites are a bit heavy, and geared toward advertizing/marketing. That kind of setup won't really benefit WZ as much as the investment, I think.
- 13 Jan 2012, 17:03
- Forum: Ideas and suggestions
- Topic: using web application framework?
- Replies: 9
- Views: 4399
Re: using web application framework?
For what?
- 13 Jan 2012, 17:01
- Forum: Scripting
- Topic: Fair play vs. cheating AIs
- Replies: 9
- Views: 5306
Re: Fair play vs. cheating AIs
Here's the problem. AI can't easily adapt to differing play styles and human skill levels. AI are significantly disadvantaged compared to human players and once a human discovers an AI's weakness, then that AI is no longer viable as an opponent. The game becomes boring. An AI cheats so that it can h...
- 13 Jan 2012, 06:35
- Forum: Coding
- Topic: Porting to C++
- Replies: 65
- Views: 33425
Re: Porting to C++
I think your intuition and experience serves you well.lav_coyote25 wrote:now before this turns into a freaking flame war
I'll distance myself from this discussion.stiv wrote:How long did it take to make the first apples-to-oranges comparison?
- 13 Jan 2012, 03:57
- Forum: Coding
- Topic: Porting to C++
- Replies: 65
- Views: 33425
Re: Porting to C++
How long did it take to invent the wheel?Per wrote:Pumpkin created this game with several people working on it for years, full time. You are going to make it from scratch, alone, in your spare time? Perhaps it is time for a reality check?
How long did it take the 2nd time?
- 10 Jan 2012, 21:17
- Forum: Other Talk
- Topic: What defines Warzone?
- Replies: 53
- Views: 21093
Re: What defines Warzone?
It's game-over as soon as pulse lasers are researched and deployed.effigy wrote:Where have you found imbalance with lasers?zydonk wrote:...
Except for perhaps rebalancing some heavy weapons, eg laser, and trucks not being totally stupid muppets, WZ is probably as good as it gets. The proof is in the playing.
- 09 Jan 2012, 06:19
- Forum: Website feedback
- Topic: error messages
- Replies: 1
- Views: 1933
Re: error messages
There's a problem with one of the campaign scripts. You'll have to file a bug to have the devs work more closely with you on it (but I know that they've been doing a lot of work to fix the scripting system).
- 08 Jan 2012, 08:45
- Forum: Mapping / Modding tools & discussions
- Topic: Decreasing the Unit Limit...?
- Replies: 19
- Views: 8367
Re: Decreasing the Unit Limit...?
I was thinking more along the lines of for SP skirmish.NoQ wrote:No way, cause it should not break multiplayer compatibility (different players have different unit limits in their config?) Scripts only (:config
- 08 Jan 2012, 06:28
- Forum: Mapping / Modding tools & discussions
- Topic: Decreasing the Unit Limit...?
- Replies: 19
- Views: 8367
Re: Decreasing the Unit Limit...?
Nope. It's built into the executable, but could be exposed to the scripts or config with a bit of work.
- 07 Jan 2012, 05:50
- Forum: Mapping / Modding tools & discussions
- Topic: Decreasing the Unit Limit...?
- Replies: 19
- Views: 8367
Re: Decreasing the Unit Limit...?
To be honest, for me I think turtling is the most fun (vs the AI). Vs human players, I usually try to rush as I typically don't have 2+ hours to devote to a game, especially in the past when things would desync eventually anyway. To have a robust online gaming community I've always felt that the ave...
- 07 Jan 2012, 02:42
- Forum: Mapping / Modding tools & discussions
- Topic: Decreasing the Unit Limit...?
- Replies: 19
- Views: 8367
Re: Decreasing the Unit Limit...?
I think 100 units is plenty, although the 15 truck limit is a bit low (there shouldn't be a limit to any specific kind of unit xept commanders). Even 50 ground units is too many as they get tangled up in each-other during battles and they become hard to manage. I think the limit increase was strongl...
- 05 Jan 2012, 06:25
- Forum: Technical Help / Troubleshooting
- Topic: about my original name in wz and forums and freenode...
- Replies: 27
- Views: 9238
Re: about my original name in wz and forums and freenode...
SkyNet-Central wrote:Ball is in your court boys!