Search found 24 matches
- 26 Apr 2010, 01:31
- Forum: Campaign
- Topic: Possible Mission bug (different)
- Replies: 18
- Views: 12002
Re: Possible Mission bug (different)
These are two save-games, one from the beginning of the mission and one where my units are sitting on top of the objective point, and I have not gained control of the Alpha units. For reference: Ubuntu 9.10 WZ trunk rev. 10641 No cheats or mods I normally wouldn't worry so much about a bug in trunk,...
- 23 Apr 2010, 23:46
- Forum: Development
- Topic: New Terrain
- Replies: 144
- Views: 103801
Re: New Terrain
I'd make an OS X trunk build for you guys, but the pathing in trunk is currently somewhere between "unplayable" and "really unplayable", so I'mma fix that before going further. It's the price we pay for the bleeding edge. I started with a weekly trunk build from the get-go (situ...
- 23 Apr 2010, 23:21
- Forum: Technical Help / Troubleshooting
- Topic: Pathfinding issues in RC1a
- Replies: 7
- Views: 2619
Re: Pathfinding issues in RC1a
You may be right. I didn't have nearly so many problems with G2 (an away map) but had the same problems in G3 (home map again). Though there's a possible confound: I had far more tanks moving in a large group during G1 and G3 (16+commander), as compared to a much smaller force during G2 (6+commander...
- 22 Apr 2010, 05:35
- Forum: Technical Help / Troubleshooting
- Topic: Pathfinding issues in RC1a
- Replies: 7
- Views: 2619
Re: Pathfinding issues in RC1a
I only mentioned it because the actual unfixable getting stuck usually only happens to me every couple of missions, and last night it happened 8 times in one mission, pretty much any time I moved a group of tanks anywhere. At first I passed it off as coincidence, but I can't imagine there is such a ...
- 21 Apr 2010, 23:41
- Forum: Technical Help / Troubleshooting
- Topic: Pathfinding issues in RC1a
- Replies: 7
- Views: 2619
Pathfinding issues in RC1a
I just replayed the first couple missions of Gamma campaign and ran into a very large problem with pathfinding. Half a dozen times in the first mission alone, one of my tanks got hung up on some piece of terrain and would not move on its own. About half the time I was able to unstick it by driving s...
- 04 Mar 2010, 23:00
- Forum: Campaign
- Topic: Possible Mission bug (different)
- Replies: 18
- Views: 12002
Re: Possible Mission bug (different)
For what it's worth, I have cut-scenes installed, so that's not what is causing the problem (even if it could have been). I've also played through all of Alpha campaign without cutscenes, and while the storyline is non-existent and most of the missions don't make any sense, it didn't effect game-pla...
- 03 Mar 2010, 05:23
- Forum: Campaign
- Topic: Possible Mission bug (different)
- Replies: 18
- Views: 12002
Re: Possible Mission bug (different)
Same problem (get to the Alpha survivers, objective dot goes away, but I don't gain control of the Alpha units). I'm using the latest trunk version. I'll try firing up beta 11 and see what happens?
- 24 Feb 2010, 23:50
- Forum: Development
- Topic: Rocket balance proposals
- Replies: 16
- Views: 5812
Re: Rocket balance proposals
But that bug has been fixed in 2.3, right? See, I just assume that everyone else is also playing from a build on the bleeding edge. Recompiling from the trunk every night means things get fixed quicker, right? 
- 24 Feb 2010, 21:19
- Forum: Development
- Topic: Unifying commander levels
- Replies: 30
- Views: 8642
Re: Unifying commander levels
Requires a change to the savegame format. Perhaps you guys could make a list of changes that would require changing it and then hit 'em all with a single blow? Just a thought. Ahh wait! Let me finish this run-through of the campaign first! *hides his precious save files from your cruel obsolescence.*
- 24 Feb 2010, 21:16
- Forum: Development
- Topic: Rocket balance proposals
- Replies: 16
- Views: 5812
Re: Rocket balance proposals
This change, if carried over to campaign, will probably have a bigger effect there than in skirmish, since you don't get Tank Killers for quite a while. Then again, maybe that's a good thing. The fact that a small bunch of Lancers can tapdance over pretty much anything up until the middle of Beta ca...
- 24 Feb 2010, 21:10
- Forum: Ideas and suggestions
- Topic: weapon weight balance
- Replies: 26
- Views: 7728
Re: weapon weight balance
Re: heavy lasers. I would like to put forward this argument: http://en.wikipedia.org/wiki/Boeing_YAL-1 The anti-ballistic laser plane. From the article: "The heart of the system is the COIL, comprising six interconnected modules, each as large as an SUV turned on-end. Each module weighs about 6...
- 24 Feb 2010, 20:45
- Forum: Development
- Topic: Unifying commander levels
- Replies: 30
- Views: 8642
Re: Unifying commander levels
Experiment!
- 24 Feb 2010, 19:53
- Forum: Development
- Topic: Unifying commander levels
- Replies: 30
- Views: 8642
Re: Unifying commander levels
That was pretty slick. If I hadn't looked at that chart just last night I probably would have gone for it.Zarel wrote: I mean, just look at the chart: http://guide.wz2100.net/experience
- 24 Feb 2010, 19:49
- Forum: Ideas and suggestions
- Topic: Zarel's Improved Campaign planning
- Replies: 70
- Views: 29234
Re: Zarel's Improved Campaign planning
1. I like the idea, mentioned above, that there can be a "soft time limit" for some missions. Once the time is up you stop producing power and research stops, but you can still build, produce, and attack. This cuts out the turtling for cash and tech while still allowing a more conservative...
- 24 Feb 2010, 18:49
- Forum: Development
- Topic: Commander overhaul, mark one.
- Replies: 20
- Views: 7412
Re: Commander overhaul, mark one.
1. Of course yes.
2. Also yes. I can't think of a single time that I've ever wanted my commander in front. Sucks for people who use commanders instead of sensors for artillery units... *shrugs*
2. Also yes. I can't think of a single time that I've ever wanted my commander in front. Sucks for people who use commanders instead of sensors for artillery units... *shrugs*