2560x1024 **drool**
Haven't tried it, but I want to.
Search found 13 matches
- 05 Feb 2007, 21:14
- Forum: Other Talk
- Topic: Re: Windows Vista
- Replies: 17
- Views: 9496
- 05 Feb 2007, 21:06
- Forum: Other Talk
- Topic: FMVs
- Replies: 13
- Views: 6593
FMVs
Forgive me if this has been covered, I didn't find what I'm looking for in the search.
Is it possible if I own the original CDs to copy the FMVs to use with the v2 game?
Is it possible if I own the original CDs to copy the FMVs to use with the v2 game?
- 29 Jan 2007, 18:04
- Forum: Technical Help / Troubleshooting
- Topic: return for repair
- Replies: 5
- Views: 3477
Re: return for repair
Return for repair sends units to the nearest repair facility, in lieu of that it sends the to HQ for 'assumed' recycling.
Auto repair works anytime the unit is idle, so return for repair is kinda unnecessary when you can just pull back from the action.
Auto repair works anytime the unit is idle, so return for repair is kinda unnecessary when you can just pull back from the action.
- 12 Jan 2007, 17:55
- Forum: Development
- Topic: Multiple hardpoints for heavy body?
- Replies: 97
- Views: 53519
Re: Multiple hardpoints for heavy body?
OK I stand corrected, maybe it was pre 1.10, or I could have just been plain wrong. Thanks for the info.
- 11 Jan 2007, 22:27
- Forum: 2.0.x
- Topic: 2.0.5 and mods
- Replies: 8
- Views: 23092
Re: 2.0.5 and mods
quote author=Lixtan link=topic=289.msg2407#msg2407 date=1168394603] No, the old mods do not work with 2.0.5. The reason for this is, we have recoded the game to use .wz files, instead of .wdg, or .wzw. So, you'll have to remake the mods and AIs. Sorry. =/ [/quote] Fair enough... are there any 2.x mo...
- 11 Jan 2007, 22:19
- Forum: Development
- Topic: Multiple hardpoints for heavy body?
- Replies: 97
- Views: 53519
Re: Multiple hardpoints for heavy body?
I'll check on that sq2 if that's the case awesome, I do remember that as of 1.10 IF units did count against command limit. So i would have 2 units in a group a commander and a wide spec sensor. IF was assigned to sensor and a factory spit DF out to the commander. It would be useful in either case if...
- 11 Jan 2007, 22:05
- Forum: Development
- Topic: New Features in Wz2100 which I want to see in future.
- Replies: 41
- Views: 23506
Re: New Features in Wz2100 which I want to see in future.
i think, atm, it is limited to a minimum of one pixel per map tile. it shouldn't be too difficult to halve-reduce this a few more times, though if we use the easy method (displaying every other pixel), then you start losing a whole lot of data about units and structs on the map: they simply may not...
- 11 Jan 2007, 22:00
- Forum: Development
- Topic: New Features in Wz2100 which I want to see in future.
- Replies: 41
- Views: 23506
Re: New Features in Wz2100 which I want to see in future.
Themousemaster has it about right. If I order a Squad leader to leave a firefight, the units will engage targets of opportunity while moving away , but if just sitting around they don't do anything the commander most times won't even begin directing an attack without being told to.
- 11 Jan 2007, 01:17
- Forum: Development
- Topic: New Features in Wz2100 which I want to see in future.
- Replies: 41
- Views: 23506
Re: New Features in Wz2100 which I want to see in future.
(Unless we are talking, like, 100+ emplacements... but if a game has gone on that long... Great Scott man) We are :) The VTOL rearming related stuff is really complicated,I really dont know how to change them with major breakage... I'm not saying it will be easy, but the code from return for repair...
- 10 Jan 2007, 03:29
- Forum: 2.0.x
- Topic: 2.0.5 and mods
- Replies: 8
- Views: 23092
2.0.5 and mods
Do any of the old mods work with 2.0.5? I am looking to try the become prey AI with it if possible.
Thanks
Thanks
- 09 Jan 2007, 21:12
- Forum: Other Talk
- Topic: Whole game rebalance?
- Replies: 103
- Views: 35719
Re: Whole game rebalance?
I didn't read this whole thread so I apologise if this has already been touched on. Somebody had mentioned that T1 AA was too weak, and t2/3 was far too strong. I agree to a small point that they could be ratched up/down respectively. But What I think would be good for VTOLS would be to increase the...
- 09 Jan 2007, 19:07
- Forum: Development
- Topic: Multiple hardpoints for heavy body?
- Replies: 97
- Views: 53519
Re: Multiple hardpoints for heavy body?
I know a lot of work has been done to this point but I wonder. For a quick build type situation, why not just dual or triple style turrets (ala the twin heavy cannon in 1.11 or 1.12) Heavy bodies get dual, super heavy gets triple. Of course the original idea looks great too. I would love to try Comm...
- 09 Jan 2007, 18:46
- Forum: Development
- Topic: New Features in Wz2100 which I want to see in future.
- Replies: 41
- Views: 23506
Re: New Features in Wz2100 which I want to see in future.
The biggest feature I would like to see implemented (and will try to work out until somebody beats me to a final solution) VTOLS using rearming pads nearest to assigned duty. -- if assigned to a sensor tower use pads nearest for better staging. --if you build a forward base while moving through your...