Not with beta 4 on windows. I have re-downloaded the windows version of beta 4 several days ago and can confirm that there is only 1 copy of AIV in the aivolution.wz, for layer 0 only.Per wrote:All AIs turn into AIV in both trunk and 2.1 here when I start with --mod=aivolution.
Search found 402 matches
- 21 Aug 2008, 17:04
- Forum: 2.1.x
- Topic: Overall discoveries
- Replies: 13
- Views: 10055
Re: Overall discoveries
- 19 Aug 2008, 17:18
- Forum: 2.1.x
- Topic: Overall discoveries
- Replies: 13
- Views: 10055
Re: Overall discoveries
Only one of them was a little mode developped than others but not so much. most of them had built only 3 buildings so far, we had a complete base. On 2.0.10, it was definitely way harder than this. That fits. You were playing against the stock AI. Under notmal conditions winning against 6 AIV playe...
- 19 Aug 2008, 12:30
- Forum: Development
- Topic: interface ideas
- Replies: 23
- Views: 11008
Re: interface ideas
Yes, I figured, but I liked that layout.elio wrote:lol i just drawed something ;D
- 19 Aug 2008, 12:23
- Forum: 2.1.x
- Topic: Overall discoveries
- Replies: 13
- Views: 10055
Re: Overall discoveries
- The AI seems to be WAY WEEKER than the original AI of 2.0.10 - Sometimes enemies units (when they just got builded) just do nothing despite the presence of foes. Hmm, is it just me or is aivolution.wz faulty again for beta 4? It only has one copy of Aivolution AIs, for player 0, all other players...
- 19 Aug 2008, 12:13
- Forum: 2.1.x
- Topic: Flame Weaponry Misbehavior
- Replies: 17
- Views: 38019
Re: Flame Weaponry Misbehavior
skellr, did you try experimenting with the range? Does it also happen if you switch to short/long range for the flamer units?
- 19 Aug 2008, 12:10
- Forum: Development
- Topic: Rebalancing WZ: A Modest Proposal
- Replies: 55
- Views: 21452
Re: Rebalancing WZ: A Modest Proposal
I thought you said you already had something in mind? No, never said anything like this. But if that is not powerful enough, then I would make an ion/plasma thruster missile with a proton-negatron warhead, which do to its lightweight but potent payload, fires two missiles each about as powerful as ...
- 18 Aug 2008, 15:35
- Forum: Development
- Topic: interface ideas
- Replies: 23
- Views: 11008
- 18 Aug 2008, 11:36
- Forum: Development
- Topic: Rebalancing WZ: A Modest Proposal
- Replies: 55
- Views: 21452
Re: Rebalancing WZ: A Modest Proposal
Alright then. Refresh my memory on just one thing though, how many times does a rocket pod fire in a barrage? I imported its model into blender but it came out all mutilated in the front so I cannot count the tubes. It has one barrel, no salvo fire. Nominal fire rate: 1 shot per sec. Okay and for t...
- 17 Aug 2008, 19:08
- Forum: Development
- Topic: naval transporter
- Replies: 3
- Views: 5473
Re: naval transporter
I like the second one.
- 17 Aug 2008, 19:06
- Forum: Other Talk
- Topic: Attack formations
- Replies: 6
- Views: 3062
Re: Attack formations
I'm afraid this will not come until pathfinding is fixed.
...and pathfinding won't be fixed until pigs fly. So stay tuned..
...and pathfinding won't be fixed until pigs fly. So stay tuned..
- 17 Aug 2008, 19:02
- Forum: Development
- Topic: Rebalancing WZ: A Modest Proposal
- Replies: 55
- Views: 21452
Re: Rebalancing WZ: A Modest Proposal
I don't see much point in adding further direct-fire rockets or missiles above the Scourge, tbh. More choices is not always necessarily a good thing, especially if you want to maintain clear lines of difference between variants. :stressed: Does democracy really work when it comes to game making and...
- 17 Aug 2008, 13:01
- Forum: Development
- Topic: Rebalancing WZ: A Modest Proposal
- Replies: 55
- Views: 21452
Re: Rebalancing WZ: A Modest Proposal
If you like this idea, Troman, I will make a dual mini-pod model[...] I don't see why it shouldn't be done. The more choices the player has the better. What we could also use are direct firing missiles that could be placed above Scourges in the tech tree. Becuase Scourge is basically a dead end now...
- 16 Aug 2008, 11:12
- Forum: Development
- Topic: Rebalancing WZ: A Modest Proposal
- Replies: 55
- Views: 21452
Re: Rebalancing WZ: A Modest Proposal
zydonk: I don't quite agree with your argumentation. I took a look at the prerequisites for the lancer. Those are all small and cheap upgrades and don't take much time to research with a research module. But it is not a matter of principle. There are other ways of achieving an equivalent balance wit...
- 16 Aug 2008, 10:04
- Forum: Other Talk
- Topic: What is your favorite style in Warzone 2100
- Replies: 10
- Views: 4463
Re: What is your favorite style in Warzone 2100
I wonder what units you use for it?atdsutm wrote:Hit n Run tactics.
- 16 Aug 2008, 09:46
- Forum: Development
- Topic: Metalbeast's ideas and wishes
- Replies: 8
- Views: 4679
Re: Metalbeast's ideas and wishes
Here's a converted version. No readme though. If someone wants to add it, go ahead.Powzone wrote:Well it will need to be converted to the new format to work with
Activate the MOD with the following command line:
Code: Select all
--mod structurelimits.wz