Search found 402 matches

by Troman
21 Aug 2008, 17:04
Forum: 2.1.x
Topic: Overall discoveries
Replies: 13
Views: 10055

Re: Overall discoveries

Per wrote:All AIs turn into AIV in both trunk and 2.1 here when I start with --mod=aivolution.
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.
by Troman
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...
by Troman
19 Aug 2008, 12:30
Forum: Development
Topic: interface ideas
Replies: 23
Views: 11008

Re: interface ideas

elio wrote:lol i just drawed something ;D
Yes, I figured, but I liked that layout. ;)
by Troman
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...
by Troman
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?
by Troman
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 ...
by Troman
18 Aug 2008, 15:35
Forum: Development
Topic: interface ideas
Replies: 23
Views: 11008

Re: interface ideas

elio, I like the idea behind this map layout.

Have you tried yourself as a map maker?
by Troman
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...
by Troman
17 Aug 2008, 19:08
Forum: Development
Topic: naval transporter
Replies: 3
Views: 5473

Re: naval transporter

I like the second one.
by Troman
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.. ;)
by Troman
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...
by Troman
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...
by Troman
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...
by Troman
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

atdsutm wrote:Hit n Run tactics.
I wonder what units you use for it?
by Troman
16 Aug 2008, 09:46
Forum: Development
Topic: Metalbeast's ideas and wishes
Replies: 8
Views: 4679

Re: Metalbeast's ideas and wishes

Powzone wrote:Well it will need to be converted to the new format to work with
Here's a converted version. No readme though. ;) If someone wants to add it, go ahead.

Activate the MOD with the following command line:

Code: Select all

--mod structurelimits.wz