Search found 196 matches

by KenAlcock
19 Jul 2023, 03:24
Forum: Addon discussions
Topic: Map: 8c-MountainKing
Replies: 3
Views: 2202

Re: Map: 8c-MountainKing

Significant Changes I made Over-and-Above Features Provided By The Two Source Maps: These are the things I tried to improve upon in my version of the combined maps. Given how mountainous the perimeter of the original Sk-8c-ThePit map was, its center was abnormally and conspicuously flat. There wasn...
by KenAlcock
19 Jul 2023, 00:38
Forum: Addon discussions
Topic: Map: 8c-MountainKing
Replies: 3
Views: 2202

Re: Map: 8c-MountainKing

Now, lets take a quick look at the Pumpkin Studios map: SK-4c-Basingstoke: 4c-basingstoke.png Map Attributes: Type: Skirmish / Multiplayer Design: Symmetrical, no water Tile Set: Arizona Size: 192 x 192 Aesthetics and Features: The Sk-4c-Basingstoke map utilizes a complex usage of terrain elevation...
by KenAlcock
19 Jul 2023, 00:37
Forum: Addon discussions
Topic: Map: 8c-MountainKing
Replies: 3
Views: 2202

Re: Map: 8c-MountainKing

Lets take a quick look at the Pumpkin Studios map: Sk-8c-ThePit: 8c-thepit.png Map Attributes: Type: Skirmish / Multiplayer Design: Symmetrical, Minimal water Tile Set: Rocky Mountains Size: 193 x 193 Aesthetics and Features: This map utilizes both complex use of terrain elevations and painstaking ...
by KenAlcock
19 Jul 2023, 00:36
Forum: Addon discussions
Topic: Map: 8c-MountainKing
Replies: 3
Views: 2202

Map: 8c-MountainKing

Greetings Hello WZ2100 community! My game handle is: "Cosmic Raven" or "Cosmic Raven 68". I was much more active back in the v2.x ↔ v3.x time period. I don't know if any old forum members or players I used to interact with are still around (paging Mero the map maker). Real life ...
by KenAlcock
10 Sep 2012, 15:16
Forum: Skirmish / Multiplay
Topic: Any way to select AI in 3.x RC?
Replies: 5
Views: 4274

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!
by KenAlcock
08 Sep 2012, 21:02
Forum: Skirmish / Multiplay
Topic: Any way to select AI in 3.x RC?
Replies: 5
Views: 4274

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 ...
by KenAlcock
27 Dec 2010, 21:45
Forum: Ideas and suggestions
Topic: CB against mobile units...
Replies: 9
Views: 4038

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...
by KenAlcock
27 Dec 2010, 21:34
Forum: Ideas and suggestions
Topic: CB against mobile units...
Replies: 9
Views: 4038

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 ...
by KenAlcock
14 Dec 2010, 09:39
Forum: Development
Topic: 200 Skirmish Maps Tested in 2.3 Beta 9
Replies: 4
Views: 6882

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...
by KenAlcock
23 Nov 2010, 08:45
Forum: News and announcements
Topic: 3.0-beta 3 is released!
Replies: 30
Views: 26796

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.
by KenAlcock
23 Nov 2010, 08:43
Forum: 2.3.x
Topic: AI Bases?
Replies: 14
Views: 11249

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...
by KenAlcock
22 Nov 2010, 10:59
Forum: 2.3.x
Topic: AI Bases?
Replies: 14
Views: 11249

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...
by KenAlcock
22 Nov 2010, 06:37
Forum: 2.3.x
Topic: AI Bases?
Replies: 14
Views: 11249

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...
by KenAlcock
18 Nov 2010, 09:34
Forum: Other Talk
Topic: Transports in MP - Creating New Models, GPMs, UI & SFX ?
Replies: 98
Views: 41592

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...
by KenAlcock
17 Nov 2010, 09:35
Forum: Other Talk
Topic: Transports in MP - Creating New Models, GPMs, UI & SFX ?
Replies: 98
Views: 41592

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.