Change values in file warzone2100/multiplay/script/rules/setup/droidlimits.js
function droidLimit(player) // inside hackNetOff()
{
setDroidLimit(player, 150, DROID_ANY);
setDroidLimit(player, 10, DROID_COMMAND);
setDroidLimit(player, 15, DROID_CONSTRUCT);
}
Search found 333 matches
- 05 Mar 2025, 00:07
- Forum: Other Talk
- Topic: Warzone 2100 v4.5.5 - Max units ?
- Replies: 2
- Views: 14723
- 26 Feb 2025, 19:32
- Forum: Artwork
- Topic: New Gfx - Beta1 [TO be Used with ARmod]
- Replies: 49
- Views: 71891
Re: New Gfx - Beta1 [TO be Used with ARmod]
"Random guess, maybe “cat Ymod.z* > Ymod.all.zip | unzip Ymod.all.zip” (haven't tried/tested)." - A good guess but does not work.
Only 4 of those splitted files are available excluding the final .zip so it is likely a few are missing ( 5 and 6 )
Only 4 of those splitted files are available excluding the final .zip so it is likely a few are missing ( 5 and 6 )
- 12 Feb 2025, 18:38
- Forum: Addon discussions
- Topic: dumb.js: a simple PSO based AI that stronger than bonecrusher
- Replies: 30
- Views: 109966
Re: dumb.js: a simple PSO based AI that stronger than bonecrusher
Aha ok, good on the drums.
True usually in that kind of NTW game. In big games (not NTW) is not always like this.
This bot is planned only to be used for NTW type of map?
True usually in that kind of NTW game. In big games (not NTW) is not always like this.
This bot is planned only to be used for NTW type of map?
- 11 Feb 2025, 20:59
- Forum: Addon discussions
- Topic: dumb.js: a simple PSO based AI that stronger than bonecrusher
- Replies: 30
- Views: 109966
Re: dumb.js: a simple PSO based AI that stronger than bonecrusher
Can also add DORDER_RECOVER for target.stattype === ARTIFACT - for tanks + cyborgs.
When checking the oilDrum code, is this a bit "cheating" because bot does not check on OilDrum in visible range? First we should be exploring map and only on visible tiles do we then issue the DORDER_RECOVER on min ...
When checking the oilDrum code, is this a bit "cheating" because bot does not check on OilDrum in visible range? First we should be exploring map and only on visible tiles do we then issue the DORDER_RECOVER on min ...
- 31 Jan 2025, 14:10
- Forum: Other Talk
- Topic: Video Quality for Video Files For Warzone 2100
- Replies: 39
- Views: 101718
Re: Video Quality for Video Files For Warzone 2100
Yeah though I'm not a fan of it, Discord is the way now.
I can take a look if you like Mac. I've been working with another experienced contributor where we're getting this handled along with some other improvements using "newer" codecs with more appropriate bit-rates. Truth has to be said that any ...
I can take a look if you like Mac. I've been working with another experienced contributor where we're getting this handled along with some other improvements using "newer" codecs with more appropriate bit-rates. Truth has to be said that any ...
- 29 Jan 2025, 20:37
- Forum: Artwork
- Topic: Cutscene upscaling
- Replies: 57
- Views: 226719
Re: Cutscene upscaling
More a self note here: (As I can't seem to edit previous post)
The videos were re-encoded from the uncompressed AVI files via ffmpeg2theora (using libtheora1.1beta1 originally.)
The readme doesn't quite elaborate on the different commands used exactly, per 3 sets of sequences between HQ, STD vs LQ ...
The videos were re-encoded from the uncompressed AVI files via ffmpeg2theora (using libtheora1.1beta1 originally.)
The readme doesn't quite elaborate on the different commands used exactly, per 3 sets of sequences between HQ, STD vs LQ ...
- 24 Jan 2025, 22:49
- Forum: Addon discussions
- Topic: Espoir du Front - Map 8 Players
- Replies: 3
- Views: 5274
Re: Espoir du Front - Map 8 Players
That link is unavailable now.
Can you upload to the mapDB?
Can you upload to the mapDB?
- 24 Jan 2025, 22:46
- Forum: Addon discussions
- Topic: Ville Sauvage - Map 8 Players
- Replies: 1
- Views: 3047
Re: Ville Sauvage - Map 8 Players
That link is unavailable now.
Can you upload to the mapDB?
Can you upload to the mapDB?
- 20 Jan 2025, 13:47
- Forum: Artwork
- Topic: Cutscene upscaling
- Replies: 57
- Views: 226719
Re: Cutscene upscaling
Indeed and another such tool exists written in C that may be pertinent in this situation - "psxavenc"
I concur, that result looks nice. Ideally, having both videos play side-by-side to highlight the comparison would be great way to showcase it imo.
On my first glance when comparing videos side-by ...
I concur, that result looks nice. Ideally, having both videos play side-by-side to highlight the comparison would be great way to showcase it imo.
On my first glance when comparing videos side-by ...
- 18 Jan 2025, 15:31
- Forum: Artwork
- Topic: Cutscene upscaling
- Replies: 57
- Views: 226719
Re: Cutscene upscaling
For a touch more background info to the reader:
RPL2AVI tool was first used to convert the actual original .RPL files into an uncompressed AVI file format. By some very hacky code (admitted within the comments of the code itself that takes from other open source code elsewhere). RPL also cannot be ...
RPL2AVI tool was first used to convert the actual original .RPL files into an uncompressed AVI file format. By some very hacky code (admitted within the comments of the code itself that takes from other open source code elsewhere). RPL also cannot be ...
- 09 Jan 2025, 23:22
- Forum: Addon discussions
- Topic: dumb.js: a simple PSO based AI that stronger than bonecrusher
- Replies: 30
- Views: 109966
Re: dumb.js: a simple PSO based AI that stronger than bonecrusher
How are you exactly testing this bot and debugging it?
- 14 Sep 2024, 21:56
- Forum: Addon discussions
- Topic: dumb.js: a simple PSO based AI that stronger than bonecrusher
- Replies: 30
- Views: 109966
Re: dumb.js: a simple PSO based AI that stronger than bonecrusher
I had a thought as well that, while droid order == move || retreat, to perform some terrain analysis as it moves to prefer moving over roads if seen and to avoid steep inclines where possible.
Also, consider factory orientation to face direction of produced units to local map gateway or enemy ...
Also, consider factory orientation to face direction of produced units to local map gateway or enemy ...
- 06 Sep 2024, 08:19
- Forum: Challenges
- Topic: Multiplayer challenge: wave defense
- Replies: 3
- Views: 11693
Re: Multiplayer challenge: wave defense
Having this in a new Challenges category, natively installed to the game would be quite good.
I see updates continue!
I see updates continue!
- 05 Sep 2024, 11:44
- Forum: Addon discussions
- Topic: dumb.js: a simple PSO based AI that stronger than bonecrusher
- Replies: 30
- Views: 109966
Re: dumb.js: a simple PSO based AI that stronger than bonecrusher
Having an interest in the progress, I made a few tests on Sk-FishNets map with this bot.
The build order when using no bases, strongly advise changing this. This factor is causing it to lose the game. Other bots first make 2 facs, lab, then CC after but dumb24 makes lab, gen and CC first before any ...
The build order when using no bases, strongly advise changing this. This factor is causing it to lose the game. Other bots first make 2 facs, lab, then CC after but dumb24 makes lab, gen and CC first before any ...
- 02 Sep 2024, 15:28
- Forum: Mapping / Modding tools & discussions
- Topic: Problems with AI in my MOD, need help...
- Replies: 4
- Views: 44705
Re: Problems with AI in my MOD, need help...
Here you go. I was surprised while testing that it is quite competitive against Cobra.
As the name implies... it is a simple bot hack but gets you 95% there. Does build very few, but some MG tanks.
Game on T2 or higher only, as on T1 you have no mortars so it defaults to MG spam.
Ideally we need a ...
As the name implies... it is a simple bot hack but gets you 95% there. Does build very few, but some MG tanks.
Game on T2 or higher only, as on T1 you have no mortars so it defaults to MG spam.
Ideally we need a ...