Search found 66 matches
- 16 Oct 2009, 03:09
- Forum: Mapping / Modding tools & discussions
- Topic: Model's constraints
- Replies: 24
- Views: 11078
Re: Model's constraints
the last several posts in the following thread may be of some relevance: http://forums.wz2100.net/viewtopic.php?f=5&t=3337&p=39124#p39124 Edit: ahhh. i get it now. good to know. alas, pattern recognition can take up the slack for a host of lacuna & deficiencies, leading like a homing mis...
- 16 Oct 2009, 00:18
- Forum: Ideas and suggestions
- Topic: Making commanders usefull
- Replies: 9
- Views: 4886
Re: Making commanders usefull
I don't see why increasing the amount of units that can be assigned will need for betawiget or lua??? ahhh.. let me clarify. i was referring to multi-dimensional modifications of extant commander gpms to expand heat of battle decision making in ways both fun and richer to the extent they more resem...
- 15 Oct 2009, 23:53
- Forum: Ideas and suggestions
- Topic: Making commanders usefull
- Replies: 9
- Views: 4886
Re: Making commanders usefull
the following thread aggregates most of the ideas over the last 10 years for making commanders viable in MP: Commander Command Improvements -- What ? Details ? my best friend in these bbs is without a doubt forum search. xD and to make a long story short - it all boils down to the full implementatio...
- 15 Oct 2009, 23:38
- Forum: Ideas and suggestions
- Topic: Enable vehicle transport on multiplay/skirmish
- Replies: 91
- Views: 43195
Re: Enable vehicle transport on multiplay/skirmish
My goals aren't so much to preserve Pumpkin's balance, but rather not to decrease the "interestingness" of balance. "Only cyborgs can be airlifted" is more interesting than "everything can be airlifted". i agree with Sid Meier who first stated it many years back like s...
- 15 Oct 2009, 22:52
- Forum: Mapping / Modding tools & discussions
- Topic: So I tried to make a map and failed
- Replies: 23
- Views: 8370
Re: So I tried to make a map and failed
good 'ol quick forum search: http://forums.wz2100.net/viewtopic.php?f=10&t=2125#p20954 http://forums.wz2100.net/viewtopic.php?f=10&t=2707 http://forums.wz2100.net/viewtopic.php?f=10&t=1347&p=38553#p38553 http://forums.wz2100.net/viewtopic.php?f=10&t=3428 course in sheer numbers t...
- 15 Oct 2009, 22:47
- Forum: Mapping / Modding tools & discussions
- Topic: Custom tileset causing map to not show in WZ
- Replies: 3
- Views: 1942
Re: Custom tileset causing map to not show in WZ
O_o .pcx? This game uses PNG. Open up the base.wz and look at textpages that is what you must do. For trunk, it is VERY different, look as same directory for that... besides this you have to make .png Mip-Maps of your custom tertiles. if you are not familiar with that see whip's thread on his conve...
- 15 Oct 2009, 18:18
- Forum: Ideas and suggestions
- Topic: New propulsion
- Replies: 3
- Views: 2419
Re: New propulsion
it's come up countless times since 1999.
here is the last time it was raised which is its only distinction from previous occasions over the last decade
viewtopic.php?f=30&t=3682&p=37334#p37334
here is the last time it was raised which is its only distinction from previous occasions over the last decade
viewtopic.php?f=30&t=3682&p=37334#p37334
- 15 Oct 2009, 16:52
- Forum: Mapping / Modding tools & discussions
- Topic: So I tried to make a map and failed
- Replies: 23
- Views: 8370
Re: So I tried to make a map and failed
and let's not forget that well over a 1000 wz maps have been made with this editor. that the original campaign maps were made with this editor along with the stock mp and sp skirmish maps in the distro. that these 2 facts account for wz even being a game peeps wanna play 10 years after its retail re...
- 15 Oct 2009, 16:38
- Forum: Ideas and suggestions
- Topic: Enable vehicle transport on multiplay/skirmish
- Replies: 91
- Views: 43195
Re: Enable vehicle transport on multiplay/skirmish
Speed can never be 0. And still, tactical airlift means airlifting trucks, which is a balance no-no. And airlifting non-cyborgs in general, which is a balance no-no. A landlocked ground transport (or hovercraft transport) could be possible, but that's as far as I'll go. your re-balance efforts are ...
- 15 Oct 2009, 16:10
- Forum: Other Talk
- Topic: Altitude of VTOL Flight
- Replies: 9
- Views: 3407
Re: Altitude of VTOL Flight
I commented in another post about having a special "VTOL layer" where all VTOLs have to ascend to before moving in any direction. No buildings or terrain should extend into this special layer. the /* primitive 'bang-bang' vtol height controller */ function code has long needed some seriou...
- 15 Oct 2009, 16:00
- Forum: Ideas and suggestions
- Topic: Twin Gauss Cannon
- Replies: 17
- Views: 8088
Re: Twin Gauss Cannon
i look at both these propositions (twin gauss, twin heavy cannon) as MODS and as those things go fairly easy to make, apply and have fun with. all those being way good enough reasons unless warzone 2100 is become orwell's 1984 these days. matter of fact both were done many years ago for retail v. 1...
- 14 Oct 2009, 20:50
- Forum: Ideas and suggestions
- Topic: Twin Gauss Cannon
- Replies: 17
- Views: 8088
Re: Twin Gauss Cannon
i look at both these propositions (twin gauss, twin heavy cannon) as MODS and as those things go fairly easy to make, apply and have fun with. all those being way good enough reasons unless warzone 2100 is become orwell's 1984 these days. matter of fact both were done many years ago for retail v. 1....
- 10 Feb 2009, 02:18
- Forum: Mapping / Modding tools & discussions
- Topic: New features?
- Replies: 61
- Views: 24900
Re: New features?
but nobody may use them because grim didn't give anybody a license, did he? (hint: warzone2200) :stare: Those are grims? Wow Not quite right on any of that but I will just speak to the one point I consider most essential for the sake of brevity.... O_O ALL the original data assets from WZ 2200 (Rma...
- 09 Feb 2009, 23:09
- Forum: Mapping / Modding tools & discussions
- Topic: New features?
- Replies: 61
- Views: 24900
Re: New features?
Those container walls would be an awesome replacement for the scavengers! Holy guacamole ! You read minds ? CIA Remote Viewing ? J/K.. :) That's exactly what they were designed for. Familiar with the cargo container industry I did some research and science fiction extrapolation and determined they ...
- 09 Feb 2009, 21:54
- Forum: Mapping / Modding tools & discussions
- Topic: New features?
- Replies: 61
- Views: 24900
Re: New features?
ic. erm....well same diff. you can make tunnels with tertiles and scripting too. at least 2 ways to do it. course both ways totally frack any ski ai so it has to be human players in mp baby sitting their units. previously that green was green in EW and transparent in-game in so far as tertiles. tha...