Search found 137 matches

by kringled
17 May 2010, 12:50
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 26216

Re: DyDo, AI for skirmish games and challenges

I emailed the one set of savegames to you. Dydo did also get to Inferno on that map but didn't deploy any actual Inferno units (orange did deploy thermite cyborgs, which is how I know they got to Inferno) The 3-P challenge - I played that for a first time last night, and also just sent you a zip of ...
by kringled
17 May 2010, 12:42
Forum: Addon discussions
Topic: [3.1+] Campaign time limit mod
Replies: 17
Views: 13041

Re: Campaign time limit mod (alpha)

The answer I got is that at easy, you take 0.8x and deal 1.2x damage compared to normal. On hard, you take 1.2x and deal 0.8x damage compared to normal. It's always seemed like a somewhat subtle change to me.

Keith
by kringled
16 May 2010, 18:10
Forum: Addon discussions
Topic: [3.1+] Campaign time limit mod
Replies: 17
Views: 13041

Re: Campaign time limit mod (alpha)

Do you mind if I ask, what your total game time through each of the campaigns (or the sum total) is? Hmm, i've never recorded it, but now i'm in the middle of the beta campaign (just recovered the VTOLs) and it says that the total game time is 04:40:21. On the other hand, i don't feel it's calculat...
by kringled
16 May 2010, 14:31
Forum: Ideas and suggestions
Topic: Increase unit speed
Replies: 10
Views: 1869

Re: Increase unit speed

O_o You are :roll: ... Ok, I get that you are trying to be a bit rude, but you haven't been particularly clear about why... If it's the trying to have it both ways aspect of my post, let me elaborate: When I'm in a mode where most of what is going on is building and/or research, having the ability ...
by kringled
16 May 2010, 00:52
Forum: Ideas and suggestions
Topic: Increase unit speed
Replies: 10
Views: 1869

Re: Increase unit speed

Game speed entirely needs to be sped up. This will be done by a game-speed chooser in the game setup screen. The fully thing is that although I agree sometimes, the majority of the time when I'm playing, I'm playing at the slowest standard speed (0.3x) - if I'm trying to manage multiple groups, thi...
by kringled
16 May 2010, 00:42
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 26216

Re: DyDo, AI for skirmish games and challenges

So I just played Great Rift, Black and Orange allied, T1, simple bases startup against Dydo 2.1.3. The one thing that I probably should have done differently is increase the AI difficulty - black and orange were at 4, gray was only at 1. All were general 1 (standard general). I have a series of 4 sa...
by kringled
14 May 2010, 02:38
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 26216

Re: DyDo, AI for skirmish games and challenges

So, is 2.1.3 enough improved that I should try it 1v1v1v1, or should I play a 1v2v1 (like the Medium GreatRift challenge)? On a couple of oddball maps I played recently, it became painfully obvious how much the standard AI cheats. One was the map for the King of the Hill that BlueMaxima posted in th...
by kringled
13 May 2010, 13:13
Forum: Addon discussions
Topic: [3.1+] Campaign time limit mod
Replies: 17
Views: 13041

Re: Campaign time limit mod (alpha)

Do you mind if I ask, what your total game time through each of the campaigns (or the sum total) is? My first play through everything was 33 hours of game time, but that included a lot of running out the clock for power, and that was literally the first time I played Warzone. My second run through w...
by kringled
11 May 2010, 06:13
Forum: Technical Help / Troubleshooting
Topic: Money bug (2.3 beta 13)
Replies: 21
Views: 3337

Re: Money bug (2.3 beta 13)

I think I have an idea that at least lets me reproduce this bug. I think it occurs at a certain time (total campaign time) into the campaign, which is why the first time I played through, I saw it in beta 10; this time in gamma 7; other people have seen it at other levels. I need to get a savegame i...
by kringled
10 May 2010, 12:41
Forum: Challenges
Topic: Challenge: King Of The Hill
Replies: 14
Views: 16136

Re: Challenge: King Of The Hill

I played it through just to see if I could, and it did look a bit rough in the middle there. At one point, my command tank had lost all of it's defensive units, and was holding off a few enemy cyborgs by itself and limping back home while it took near-forever for reinforcments to arrive. Fortunately...
by kringled
10 May 2010, 06:34
Forum: Challenges
Topic: Challenge: King Of The Hill
Replies: 14
Views: 16136

Re: Challenge: King Of The Hill

Despite the lack of oil, I was able to win this one. I made a T1, Simple Bases start, which meant that the enemy didn't start with his line of assault guns. (With no oil, there was no way I was going to be able to take that on). By being very strategic about what I researched, using mostly cyborgs a...
by kringled
10 May 2010, 04:53
Forum: Addon discussions
Topic: New Map: 2c-BabaHQ.wz version 1.6
Replies: 4
Views: 2141

Re: New Map: 2c-BabaHQ.wz version 1.6

Just played it through. It's a bit slow to start, and like some other large-scavenger base maps, the major challenge for the player is getting enough power and getting through the scavenger defenses. Once that's done, the AI player is no match for you. Some of the scavenger defenses took me very muc...
by kringled
06 May 2010, 12:31
Forum: Development
Topic: Too hard!
Replies: 36
Views: 10354

Re: Too hard!

I think Michal is saying that he (Michal) is not a native speaker of English, and is proud that he could understand your comment.
by kringled
02 May 2010, 15:05
Forum: Development
Topic: Too hard!
Replies: 36
Views: 10354

Re: Too hard!

I'm not completely sure of what you're saying, but Daltx's comments remain appropriate. Startup has a relatively high amount of oil available to players on their own side of the map. Besides having enough oil for your own purposes, you want to keep the AI player from holding a lot of oil. When I've ...
by kringled
02 May 2010, 15:01
Forum: Technical Help / Troubleshooting
Topic: NTW mod permanently on
Replies: 4
Views: 1342

Re: NTW mod permanently on

Look at the support folder and make sure it's not listed in the autoload location ( I know where this is on Macs but not on other OSs - look at the faq); check your shortcut as well to make sure it isn't aliased to something that includes the mod. [Mod note: This is unlikely to fix your problem] Keith