Search found 137 matches

by kringled
02 May 2010, 14:58
Forum: Ideas and suggestions
Topic: Designing cyborgs like vehicles
Replies: 28
Views: 6693

Re: Designing cyborgs like vehicles

Actually, there is only 1 type of cyborg propulsion, but two separate bodies. That being said, I've wanted something like this, not so much to design cyborgs per se, but so that I can get the data on cyborgs in game that you can get on other vehicles in the design screen. The ability to keep the cyb...
by kringled
30 Apr 2010, 06:04
Forum: Technical Help / Troubleshooting
Topic: Commander related skirmish issues - possible bugs?
Replies: 1
Views: 683

Commander related skirmish issues - possible bugs?

Two things I've noticed while playing with commanders in skirmish. I have an attached skirmish game savefile (from after victory) that can illustrate them. 1) While I can research the stronger command turrets, I don't seem to be able to get the actual turrets. In this game I have 3 commanders, all n...
by kringled
29 Apr 2010, 13:57
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 26216

Re: Dydo AI comments for 2.3.x

Zydonk, did you just try to load the new dydo-scav at the same time as dydo-2.1.2? What I did, which worked for the same error on my system, was unzip dydo-2.1.2, replace the scavfact.slo/vlo files in it with the new ones from the dydo-scav download, and rezip dydo-2.1.2. For me, it then loads maps ...
by kringled
28 Apr 2010, 12:27
Forum: Addon discussions
Topic: DyDo 2.2.2, AI for skirmish games and challenges
Replies: 82
Views: 26216

Re: Dydo AI comments for 2.3.x

I didn't have any problems starting the included dydo-ai mod, other than the files name changed between 2.3 RC1a and 2.3.0 (It's now dydo-ai.mod.wz).

Keith
by kringled
28 Apr 2010, 03:41
Forum: Technical Help / Troubleshooting
Topic: Question about versions
Replies: 4
Views: 900

Re: Question about versions

Campaign games _may_ be compatible across the versions. They certainly were between 2.2.4 and some of the 2.3 beta versions. I copied mine between the folders on my computer when I started playing the 2.3 betas. I no longer have any savegames left from 2.2.4 to check. Skirmish games are certainly no...
by kringled
28 Apr 2010, 00:35
Forum: Addon discussions
Topic: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
Replies: 245
Views: 64480

Re: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)

The AI loads and loads maps now after I replaced the scavenger files and rezipped up the folder. Interestingly, the challenges do not show up in the challenges menu, I'm not sure how I messed that up. I can start up a skirmish with a similar (but not necessarily completely identical setup) though, s...
by kringled
27 Apr 2010, 13:05
Forum: Ideas and suggestions
Topic: Some ideas
Replies: 18
Views: 3513

Re: Some ideas

As far as point 3 goes, command turrets can be upgraded in skirmish/MP in 2.3.0. The upgrades increase damage slightly and range, as well as commander hp. See http://guide.wz2100.net/w/ . Keeping track of which commanders have been upgraded could be tricky, though. They're presumably renamed when u...
by kringled
27 Apr 2010, 12:59
Forum: Ideas and suggestions
Topic: Visualization of amount of artillery assigned to commander
Replies: 17
Views: 2787

Re: Visualization of amount of artillery assigned to command

yamar: I asked this a while ago and was told that no, the sensor's rank doesn't affect the artillery, only their own rank does. Emdek: To clarify, you would like something like "5/16" for the direct fire units, and another line that said something like 10 indirect units? The only problem I see is th...
by kringled
27 Apr 2010, 12:41
Forum: Ideas and suggestions
Topic: Visualization of amount of artillery assigned to commander
Replies: 17
Views: 2787

Re: Visualization of amount of artillery assigned to command

Artillery assigned to a sensor isn't limited either. I'm told that commanders don't give bonuses to assigned artillery units the way they do to their direct fire units, so that's one reason for no limit. Think of it as closer to fire support than directly leading the units, if that helps it make mor...
by kringled
27 Apr 2010, 03:08
Forum: Ideas and suggestions
Topic: Some ideas
Replies: 18
Views: 3513

Re: Some ideas

As far as point 3 goes, command turrets can be upgraded in skirmish/MP in 2.3.0. The upgrades increase damage slightly and range, as well as commander hp. See http://guide.wz2100.net/w/.
Keeping track of which commanders have been upgraded could be tricky, though.

Keith
by kringled
27 Apr 2010, 02:48
Forum: Addon discussions
Topic: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
Replies: 245
Views: 64480

Re: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)

DyDo v2.1.2 crashes on loading for me, with the following error: 'syntax error, unexpected TRIG_SYM, expecting IDENT or EVENT_SYM' at scavfact.slo:99 Token: 329, Text: 'doResearch' Abort I'll download 2.3.0 (I've been running RC1a) and see if that holds up. Yes, it still crashes with 2.3.0. I'm runn...
by kringled
25 Apr 2010, 20:52
Forum: Website feedback
Topic: tweaks to guide pages
Replies: 7
Views: 2143

Re: tweaks to guide pages

I added a ticket 1804 which has a revised version of r.inc.php that should fix these two problems. (Structure HP calculation and cyborg speed). I've tested it as well as I can, which isn't as much as I would like. I think that it may also be in order to change the text in a couple of guide pages to ...
by kringled
25 Apr 2010, 05:07
Forum: Addon discussions
Topic: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
Replies: 245
Views: 64480

Re: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)

Played against DyDo 2.1.1 on GreatRift, T1 simple bases FFA. All three DyDo AIs came out as Standard AI, the [difficulty] was at 5 for 2 of them and 3 for one. Standard AI did a bit better at defending its base with medium body units; more than one of them had Inferno units, which definitely sent my...
by kringled
24 Apr 2010, 04:32
Forum: Addon discussions
Topic: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)
Replies: 245
Views: 64480

Re: DyDo skirmish AI: ver 2.1.1 (21 Apr 2010)

I played a couple of games against DyDo 2.1.1 over the last week. Game 1: Map was Highground, T1 advanced bases, with scavengers. The aggressive scavengers did not allow DyDo to shine, and it was not much harder to defeat than the standard AI. It did use repair facilities intelligently, and most of ...
by kringled
18 Apr 2010, 15:28
Forum: News and announcements
Topic: 2.3 Release Candidate 1a is now out!
Replies: 22
Views: 13981

Re: 2.3 Release Candidate 1a is now out!

I tested recycling experience over a save/load cycle in skirmish and in campaign; it worked exactly as one would hope.
Keith