Search found 192 matches
- 10 Sep 2012, 15:16
- Forum: Skirmish / Multiplay
- Topic: Any way to select AI in 3.x RC?
- Replies: 5
- Views: 2950
Re: Any way to select AI in 3.x RC?
LOL. It was so simple I can't believe I couldn't find it myself. Thanks!
- 08 Sep 2012, 21:02
- Forum: Skirmish / Multiplay
- Topic: Any way to select AI in 3.x RC?
- Replies: 5
- Views: 2950
Any way to select AI in 3.x RC?
Okay So I downloaded the latest release candidate a couple weeks ago and I swear I saw something somewhere that mentioned AI choices. For the life of me I cannot find it anywhere now. Is there any way in the 3.x latest RC to select a different AI? The one I'm using now is a cream puff, even when he ...
- 27 Dec 2010, 21:45
- Forum: Ideas and suggestions
- Topic: CB against mobile units...
- Replies: 9
- Views: 2061
Re: CB against mobile units...
Possible compromise: Have CB towers designate an enemy battery for a limited period -slightly longer than it takes to reload an Archangel, perhaps- after the incoming fire registers. After that, they have to wait for the next shot. Another balance idea (much of which I believe is already implemente...
- 27 Dec 2010, 21:34
- Forum: Ideas and suggestions
- Topic: CB against mobile units...
- Replies: 9
- Views: 2061
Re: CB against mobile units...
What you're suggesting is basically to not allow CB towers to pinpoint mobile artillery. Not at all. What he is proposing is a little bit of realism. Mobile artillery is supposed to have the advantage of shoot-and-scoot over stationary artillery. However, there are real-life trade offs. Whether or ...
- 14 Dec 2010, 09:39
- Forum: Development
- Topic: 200 Skirmish Maps Tested in 2.3 Beta 9
- Replies: 4
- Views: 5145
Re: 200 Skirmish Maps Tested in 2.3 Beta 9
Of the list above, I will recommend a few maps that I have played in v2.3.6. I Recommend for Skirmish 4c-Memonia9.wz - This map has lots of interesting terrain, defensible passes, oil to fight over in strategic locations. (There are other Memonia maps, all of which are similar.) 8c-threegorgesM.wz S...
- 23 Nov 2010, 08:45
- Forum: News and announcements
- Topic: 3.0-beta 3 is released!
- Replies: 30
- Views: 20026
Re: 3.0-beta 3 is released!
Croix wrote:Saved skirmish scores resets to zero for all players when you load back your game. And not just scores, even the kill counter.
This has been the case for quite some time now, at least as long as the last year.
Re: AI Bases?
I have been thinking about adding code to make the AI build up the base it has in Advanced Bases when difficulty is set to low and start bases to less than advanced, since this makes the AI busy doing stuff other than attacking. If the map editor were to support it, it might also be possible to dra...
Re: AI Bases?
When you make your own asymmetrical map, build your ideal defenses in the AI base areas. You are not limited by any tech level. But only put an HQ in your player base area. That way when you select Start with Advanced Bases , only the HQ will appear in your base and you can build the rest as you lik...
Re: AI Bases?
Your best bet would be to grab a map that is asymmetrical with respect to bases and play with the Start with Advanced Bases option enabled. If you want a huge challenge , do not peek at the map I share with you here, and start the game with you as Player 1 and the AI as Player 0. Set the initial tec...
- 18 Nov 2010, 09:34
- Forum: Other Talk
- Topic: Transports in MP - Creating New Models, GPMs, UI & SFX ?
- Replies: 98
- Views: 26341
Re: Experiencing the Super Transport in MP & SKI - eh ?
Why not balance both the Cyborg Transport and Super Transport by the only metric that would actually be used in real life--maximum cargo weight? IIRC, every non-cyborg unit in Warzone already has a weight calculated for it don't they? So what remains is assign weights to super and regular cyborgs an...
- 17 Nov 2010, 09:35
- Forum: Other Talk
- Topic: Transports in MP - Creating New Models, GPMs, UI & SFX ?
- Replies: 98
- Views: 26341
Re: Experiencing the Super Transport in MP & SKI - eh ?
The blasted thing cannot hold more than 3 heavy tanks, so it's useless. If I want to transport Cyborgs, I'll simply build a Cyborg transport where the ratio is 1 Transport to a 10 unit payload. Building a transport with a ratio of 1 transport to a 3 unit payload is a waste of time and power.
- 15 Nov 2010, 06:12
- Forum: Addon discussions
- Topic: and one more = vallispass
- Replies: 1
- Views: 1210
Re: and one more = vallispass
:lecture: Lav_Coyote has set this map up well for skirmish play. I just spent the day playing sort of my own "challenge" on this map, which I thought was fun enough and challenging enough to share with others. By challenge here I do not mean the in-game challenges in Warzone v2.3, I just mean a scen...
- 13 Nov 2010, 16:01
- Forum: News and announcements
- Topic: 3.0-beta 2 is released!
- Replies: 32
- Views: 22645
Re: 3.0-beta 2 is released!
Okay back on topic people!
I've posted a couple of new issues I've encountered in 3.0. The first issue may also be in v2.3.x. Has anyone else seen either of these before?
I've posted a couple of new issues I've encountered in 3.0. The first issue may also be in v2.3.x. Has anyone else seen either of these before?
- 27 Oct 2010, 11:59
- Forum: News and announcements
- Topic: 3.0-beta 1 is released!
- Replies: 80
- Views: 33242
Re: 3.0-beta 1 is released!
Super Transports can only carry 3 Heavy Tanks?
- 22 Oct 2010, 09:20
- Forum: News and announcements
- Topic: New testing build for pre-3.0-1 is now up!
- Replies: 86
- Views: 40651
Re: New testing build for 3.0 is now up!
Square wrote:enemy units change their color to green when they explode.
And the graphic is ~quite slow on my Intel GMA 950, but okay for playing little battles
I saw this as well, and thought I was was seeing things.